TEXT: A solitaire adventure in which the
  characters are asked to recover a Imperial
  Scout X-boat Tender that has been captured
  by Pirates.
  Solo Adventure 1:
  Scout’s Honor
         TRAVELLER
  Science-Fiction Adventure in
  the Far Future
  By Hide In Your Attic Games
  All Forms of Traveller are owned by Far
  Future Enterprises: 
  http://www.farfuture.net
  
  -1-
  Requires Basic
  Traveller,
  Book 5,
  Supplement 7
  and either
  Game 2 or
  Game 3
  Introduction
  Introduction
  This booklet contains a single, UNLICENSED AND
  UNOFFICIAL, short solitaire adventure designed to be used
  with the Classic Traveller Role-Playing Game published by
  Game Designer’s Workshop.  The adventure, titled Scout’s
  Honor, deals with the rescue of a Scout-service X-boat Tender
  that has been attacked by pirates.  This adventure is unique in
  that it doesn’t require a referee to play.  As such, it may be
  played solitaire by a single individual, or cooperatively by
  several individuals controlling a single character each.  In
  either case, the players should only read portions of the
  adventure as they are revealed to them in the course of play;
  reading the entire adventure ahead of time will ruin it.
  This adventure requires the
  basic Traveller booklets (Books 1, 2,
  and 3), High Guard (Book 5),
  Traders and Gunboats (Supplement
  7) and either Shapshot (Game 2) or
  Azhanti High Lightning (Game 3). 
  This adventure works equally well
  with the combat systems presented
  in either Game 2 or Game 3. 
  Although Game Designer’s
  Workshop has gone out of business,
  Far Future Enterprises publishes re-
  prints of everything required to play this adventure.  These
  include FFE 0001: The Books (0-8), FFE 0002: The Supplements
  (1-13) and FFE 0005: The Classic Games (1-6+).  Each of these
  can be ordered from Far Future Enterprise’s Website:
  http://www.farfuture.net
  In addition, the boarding actions conducted during
  this adventure are resolved using the Lone Wolf programmed
  opponent rules for Snapshot or Azhanti High Lightning.  The
  Lone Wolf rules are available as a free download from Hide in
  -2-
  Your Attic Games, and are also included as an appendix to this
  adventure.  Players may wish to familiarize themselves with
  these rules before beginning the adventure. 
  As usual, paper, pencils and six-sided dice will prove
  necessary for record-keeping and generating random results
  during the course of this adventure.
  STANDARDS AND ASSUMPTIONS
  The following standards and assumptions are used in
  the text of this adventure.  The players may alter them as
  necessary to correspond to a local situation.
  Dates: All dates herein correspond to the Imperial
  calender.  The initial date for this situation can be any day
  within the year 1105.  Once the adventure begins, time should
  flow normally.
  Place: This adventure takes place the deep reaches of
  any settled solar system within the Imperium and serviced by
  X-boats.  It makes most sense on a dangerous frontier, such as
  the Spinward Marches, but that is not required.  
  USING THIS ADVENTURE
  Players may use this adventure as part of an on-
  going campaign with the permission of their Referee.  It is
  recommended that Referees wishing to take part in the
  adventure create a character to join the players, play the
  adventure along with the Players, and then decide after the
  adventure whether to include it as part of the characters’
  “official” campaign or not.  (Otherwise, it may have been a
  dream, or holographic simulation, etc.).
  Players may also use this adventure to add spice to a
  solitaire campaign.  Guidelines on playing a solitaire campaign
  can be found at: http://inyourattic.vr9.com
  Since this adventure occurs in deep space, characters must
  either own and operate a Starship, or must have been hired on
  
  -3-
  to crew an NPC’s Starship.
  Morale rolls are sometimes required for NPC’s. 
  These use the morale rules from Mercenary (Book 4) and the
  solitaire campaign guidelines provided by Hide In Your Attic
  games.  Since Mercenary is not required to run this adventure,
  Players may instead choose to simply give every NPC a morale
  of 8.  In this case, whenever you are asked to make a morale
  roll, a roll of 8 or less on two dice succeeds.
  This adventure is divided into two basic sections: the
  adventure itself, and the paragraph booklet.  Passages to be
  read in the adventure itself are labeled by consecutive letters
  (A, B, C, etc.).  Passages to be read in the paragraph booklet
  are labeled by consecutive numbers (1, 2, 3 etc.).  Only read
  the paragraph booklet passages when instructed to do so by
  adventure passages or other paragraph booklet passages.
  Before starting the adventure players must have:
  1.
  A record of each character.
  2.
  A record of each Non-Player Character crew-
  member.
  3.
  A record of the character’s Starship.
  4.
  A record of what is contained in the
  characters’ Ship’s Locker.
  If players don’t want to use this adventure as part of
  an ongoing campaign, they can use the Characters and
  Equipment provided below.
  CHARACTERS
  This adventure is intended for a band of adventurers
  numbering at least 3.  A group of pre-generated
  characters...the crew of the Free Trader Grendel.  Players who
  have generated their own characters can hire-on to the
  Grendel, taking the place of one of the following characters,
  assuming that they have the necessary skills.  In addition, the
  Retired Merchant, currently acting as both Pilot, Medic and
  owner of the Grendel would be pleased as punch to hire a
  -4-
  Pilot of skill 2 or greater.
  Retired Merchant Skipper 
  A82B85 Age42 6trm 10 Action Points
  Jack-O-T-1 Elec-3 Med-1 Brib-1 Pilot-1 Nav-2 Vacc-1 Cutlass-0
  Laser Carbine-0 
  Ex-Navy Sublieutenant Engineer 
  C88D6B Age26 3trm16 Action Points   
   Engnrng-1 Elec-1 Admin-2 
  Auto-Rifle-0
  Ex-Merchant Steward 
  5649A7 Age26 2trm 10 Action Points
  Vacc-1 Elec-1 Steward-1 Carbine-0
  Ex-Scout Gunner 
  667549 Age26 2trm 13 Action Points
  Air/Raft-1 Gunnery-1 Mechanical-1 Carbine-0
  Ex-Navy Gunner 
  67CB76 Age26 2trm 18 Action Points
  Ship’s Boat-1 Cutlass-1 Gunnery-1 Carbine-0
  A skill level of 0 with a gun shows the preferred, or
  best weapon for an individual otherwise without a weapon
  skill.  If using Azhanti High Lightning, double the number of
  Action Points but restrict the characters to 6 Action Points per
  phase except for phase 5.
  THE GRENDEL
  The Grendel is a typical Type A Free Trader received
  by the retired Merchant as a mustering-out benefit.  He has
  just made it’s most recent payment, so nothing is not due for
  another 30 days.  And it has already been paid off for 10 years,
  leaving only 30 years left the loan.  The retired Merchant has
  added two triple turrets, one consisting of 2 Beam Lasers and a
  Missile Rack, and the second consisting of 2 Missile Racks
  and a Sand-caster.
  
  -5-
  High Guard Stats:
  A-1343 Grendel 
  A-2211111-010000-20002-0 200 Tons
  Book 2 Design          Crew=5. TL=9
  Passengers=5 Low=20 Cargo=80 Fuel=30 EP=2 Ag=0
  SHIP’S LOCKER
  The Grendel’s ship’s locker contains the following
  items:
  2 x Vacc Suits          3 x LI Goggles
  6 x Long-Range Communicators
  1 x Cloth Armor       1 x Flak Jacket
  1 x Auto-Rifle          1 x Laser Carbine 3 x Carbine                   2 x
  Cutlasses
  -6-
  Scout’s Honor
  Scout’s Honor
  From this point forward, the adventure should only
  be read by players actually wishing to play it.  Begin by
  reading Passage A.
  A.  As you arrive from hyperspace, a mere twenty
  hours from spending the night dirt-side, in a real bed in a real
  hotel room, your transceiver immediately picks up a distress
  call.
  A quick check of the sensors locates the source of
  the distress call: a derelict lifeboat drifting roughly two-
  hundred thousand miles distant from the characters’ current
  position. The lifeboat appears to have power and life support,
  but its maneuver drives are inactive.  The distress call is
  automated, and therefore does not guarantee that anyone
  aboard the lifeboat is still alive.   It will take the players
  roughly 4-hours to reach the lifeboat and secure it to an
  airlock, half that time if the travel is made at 2-G.
  If the players decide to ignore the lifeboat, the
  adventure is over.  If they attempt to rescue the lifeboat, go on
  to B., below.
  B.  It is a fairly routine matter to seal the lifeboat to
  the players’ airlock and flush the system.  But it’s not routine
  to Drake Edwards, a twenty-seven year old with bloodshot
  eyes and a thick 5 o’clock shadow wearing the dirtied and torn
  uniform of the Imperial Scout Service and armed with a laser
  carbine slung over his shoulder.  Drake’s Universal Personal
  Profile is as follows:
  Drake Edwards, 16 Action Points
  7976A6 Age 27, 3rd Term in Scouts
  Pilot-2   Navigation-1   Laser Carbine-0
  At first the characters can get little out of Drake other
  
  -7-
  than profound gratitude for his rescue.  He is dehydrated and
  can barely speak.  A quick investigation of the lifeboat reveals
  that although most of the life support systems were functional,
  the humidifier was welded shut by (apparent) laser fire, leaving
  the interior atmosphere almost devoid of moisture.  The
  lifeboat’s log also seems to have been destroyed by laser fire. 
  All of this is interior damage; it is impossible to assess the
  external damage to the lifeboat unless a crew member is willing
  to squeeze into a vacc-suit and perform a space-walk.  If this is
  attempted, read and execute paragraph 15 before moving on to
  C., below.
  C.  As soon as Drake gets some food and water in
  him, he feels well enough to talk.  In fact, at this point, the hard
  part seems to be getting him to shut up.  He can’t stop
  thanking the characters and crew.  He had only recently re-
  enlisted in the Scouts despite its high mortality rate, and until
  he sighted the characters’ ship he was sure his number had
  finally come up.  Between expressions of gratitude Drake
  eventually tells the following story:
  Drake is an X-Boat Pilot serving his third term in the
  IISS.  He had jumped in-system two days ago and was
  enjoying a week of downtime aboard the X-Boat Tender
  Purcell before being assigned to a new X-Boat and a new
  jump.  Four days into his “vacation” the Purcell received a
  distress call from a Type-S Scout.  The Purcell located the
  derelict Scout, identified it as the Duplicity,a surplus vessel
  that was currently operating under detached duty, and
  attempted to contact the crew.  The Duplicity was drifting
  derelict, and the crew would not respond.
  Fearing the worst, the Purcell drew the Scout into its
  huge ship’s bay.  After re-pressurizing the bay, a rescue team
  was assembled to open the Scout’s hatch.  They expected to
  find the gruesome sight of bodies exposed to vacuum.  Instead
  what they found was a prepared ambush.  Eight pirates had
  doubled-up in the Duplicity’s staterooms, and the well-armed
  -8-
  thugs eliminated the “rescue” party within seconds.
  Drake had been in his stateroom reading a postcard
  when he heard the gunfire.  And it didn’t take him long to
  figure out what was going on.  He already knew the Purcell
  was lost, but he also knew the Pirates probably didn’t figure
  him to be aboard – they were only counting on the Purcell’s
  regular crew of eight.  Rather than let the Tender fall into Pirate
  hands, Drake managed to sneak down to the Purcell’s Engine
  Deck.  There he planted explosives on the Purcell’s Jump
  Drive.  He set the timer and ran for a lifeboat.
  The Pirates caught up to Drake just as he was
  climbing into the lifeboat.  They fired into the boat with laser
  carbines, damaging the maneuver controls and the computer. 
  Drake managed to shut the hatch and blow the seal, however,
  which provided enough thrust to shoot him away from the
  Purcell.  As he was spinning into the void, he saw a light flash
  on the Purcell’s Engine Deck – his explosives had gone off. 
  Apparently the Pirates were too busy with damage control to
  bother chasing him, for he drifted into space without further
  fire or pursuit.
  Now that he’s been rescued all Drake can think of is
  rescuing his IISS compatriots and recovering the Purcell.  He
  begs the characters to help him and assures them that the
  Imperial Interplanetary Scout Service will grant a sizable
  reward for the recovery of their Tender.  If the characters
  decide to attempt to re-take the Purcell, go to D. below.  If the
  characters decide to take Drake planet-side, where they can
  alert proper authorities to the plight of the Purcell, go to
  paragraph 60.
  D.  Drake can direct the characters to the Purcell’s
  last position.  It is roughly 600,000 miles distant, just out of
  sensor range.  Since both the characters and the Purcell are
  already well outside the 100 planetary diameters required to
  allow a safe jump, either vessel can activate its jump drives at
  will.  The other side of that, of course, is that any other ship
  
  -9-
  can jump into space anywhere nearby and at any time.  It’s
  possible that the Pirates could be expecting reinforcements,
  but its far more likely that a Type-S Scout or an X-boat would
  jump in-system, expecting to find a fully-operational tender. 
  Such an encounter might be willing to join the character’s in
  their mission to re-take the Purcell.
  If Drake is correct, the Purcell’s jump drives have
  been rendered inoperative.  And the characters have just come
  in from jump space, meaning that they’ve burned through
  most of their fuel.  Unless they have double the normal fuel
  capacity (such as L-hyd drop tanks) they will be unable to
  make a jump before visiting the local gas giant.  If the
  characters decide to re-fuel before approaching the Purcell, go
  to paragraph 1.
  E.  There are essentially two ways to approach the
  Purcell.  The first is to use some sort of ruse to get the Purcell
  to take them aboard, much as the original Pirates did.  The
  other is to engage the Purcell in combat and hope to destroy
  its turrets and damage its drives so that it becomes derelict
  and the characters can board it at will.  In either case, once the
  character’s ship comes within 500,000 miles of the Purcell it
  makes contact, requesting that the characters stand off and
  identify themselves.  The characters also immediately note that
  the Purcell has suffered fairly extensive combat damage.  The
  hull has been raked by laser fire, and the blast marks are
  particularly heavy around two of the Purcell’s three turrets. 
  Drake doesn’t know where the battle damage came from.  He
  suggests that perhaps a Type-S Scout jumped in-system,
  discovered that the Purcell was in enemy hands, and
  attempted to engage it.
  If the characters decide to open fire on the Purcell,
  go to paragraph F. below.
  If the characters claim that their ship is damaged and
  they require aid from the Purcell, go to Paragraph Booklet
  number 42.
  -10-
  If the characters claim that there is a medical
  emergency aboard, and they require the immediate attention of
  the Purcell’s on-board medic, go to Paragraph Booklet number
  58.
  If the characters claim to be Pirates coming to
  reinforce the Purcell’s captors go to Paragraph Booklet
  number 24.
  F.  You engage the Purcell in combat.  Resolve the
  combat using the High Guard (Book 5) system.  The Purcell’s
  combat statistics are:
  XT-8796                    
  Purcell XT-A411132-020000-00002-0
  Book 2 Design         Crew=6 TL=10
  Passengers=4. Low=20. Cargo=60. Fuel=150. EP=10 Agility=1.
  Note that much of the Purcell’s weaponry was
  destroyed in a previous battle.  With only a sand-caster and
  missile turret, the Purcell will try to remain in long range, and
  will try to break off at the end of every combat round.  The
  Purcell will not attempt to pursue the characters if they break
  off.
  If the characters disable the Purcell, go to paragraph
  G., below.
  If the Purcell successfully  breaks off from the
  characters (is not successfully pursued), go to Paragraph
  Booklet 33.
  If the characters break off from the Purcell, go to
  Paragraph Booklet 7.
  G.  This is a particularly long section, dealing with the
  characters’ boarding action.  Before attempting to play out this
  boarding action, players should familiarize themselves with the
  free Lone Wolf rules available from Hide In Your Attic Games
  at http://inyourattic.vr9.com.  They are also included as an
  
  -11-
  Appendix to these rules.  If you are using Azhanti High
  Lightning instead of Snapshot, all character Action Points
  should be doubled.  Likewise, all Action Point costs for
  actions described in the Paragraph Booklet should be doubled. 
  Characters may still only use 6 Action Points for phases 1-4. 
  On phase 5, however, they may use all their remaining Action
  Points.
  Provided below are Event Tables for two of the
  Purcell’s decks – the Bridge Deck and the Drive Deck.  These
  are the only manned decks on the Purcell, so the Event Tables
  for the other decks have not been included.  Both of these
  deckplans can be found in Supplement 7: Traders and
  Gunboats.  The deckplans should be consulted in order to
  better understand the Event Tables.  Each square on an Event
  Table corresponds to a square on the deckplans.  An
  explanation of how to use the Event Tables follows.
  Events: The maps are organized according to a grid,
  and each square on the map can be described by a reference to
  the grid’s X and Y axis.  In order to read the name of a square,
  read the X axis first, followed by the Y axis, i.e. X,Y.  The X axis
  is defined by numbers and the Y axis is defined by letters. 
  Every time a character (or friendly NPC) steps on a square
  check that square on the EVENT TABLE.  Determine which
  event that square activates, and then look that event up in the
  EVENT PARAGRAPHS.  After a character has moved onto a
  square, you need not check that square for an event again
  until the Alert Level changes (see Alert Level, below).
  Alert Level: The Alert Level is a general measure of
  the enemy’s awareness of your presence.  Each Alert Level is
  given a different EVENT TABLE.  In this way, different
  squares cause different events at different Alert Levels.  In
  other words, if a character triggers an event on square 12C at
  alert level 0, so long as the Alert Level remains 0 any character
  can step on square 12C as many times as desired without
  causing a new event.  However, if the Alert Level changes to
  1, any time a character steps on square 12C the players must
  -12-
  check to see if it causes a new event.   Always use the EVENT
  TABLE that matches your current Alert Level.  There are only
  two Alert Levels in this adventure.  Alert Level 0 means the
  crew of the Purcell are unaware of attack.  Alert Level 1 means
  that they are aware of attack and are prepared to defend
  themselves.  Certain events will move the Alert Level higher or
  lower.  As soon as the Alert Level changes, using the EVENT
  TABLE matching the new Alert Level, immediately check for
  events on every square currently occupied by a character. 
  Entry: Characters and friendly NPC’s all enter from
  the Airlock located on the Drive Deck (square 1C).  If they
  have already engaged the Purcell in starship combat, they will
  enter it and subsequent decks at Alert Level 1.  If they have
  not engaged the Purcell and have somehow snuck aboard,
  they will enter the Drive Deck at Alert Level 0.  They will enter
  subsequent Decks at Alert Level 0 unless told otherwise by
  the paragraph booklet.
  Parlay: Characters may attempt to communicate with
  their the enemies.  Communication costs 1 Action Point
  (expletive).
  Characters asking their enemies to surrender should
  go to paragraph 87.
  Characters wishing to surrender to their enemies
  should go to paragraph 48.
  After-Action: Once the characters have checked
  damage to the Purcell’s drives and have determined the
  identities of the Scout Crew assigned to the Purcell, go to H.,
  below.
  H.  Once you have secured the Purcell by rendering
  its crew dead or unconscious, or forcing them to surrender, go
  to Paragraph Booklet number 106.
  If, however, the characters do not own their own ship
  and are merely crewing the ship of an NPC, go to 107.
  
  -13-
  Event Table: Drive Deck Alert Level 0:
  H
  22
  22
  22
  22
  22
  G
  49
  49
  73
  56
  73
  64
  34
  79
  67
  73
  28
  74
  78
  F
  22
  22
  5
  5
  73
  36
  29
  85
  85
  85
  85
  E
  11
  9
  5
  13
  73
  85
  D
  11
  9
  5
  13
  56
  29
  85
  C
  2
  22
  22
  5
  5
  29
  22
  64
  22
  43
  85
  85
  85
  B
  28
  28
  28
  46
  73
  65
  79
  67
  56
  64
  49
  29
  A
  22
  22
  22
  22
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Event Table: Drive Deck Alert Level 1:
  H
  43
  22
  74
  43
  78
  G
  29
  22
  73
  56
  73
  64
  34
  79
  67
  73
  29
  43
  22
  F
  22
  71
  5
  5
  73
  36
  22
  85
  85
  85
  85
  E
  11
  9
  5
  13
  73
  85
  D
  11
  9
  5
  13
  56
  78
  85
  C
  3
  29
  22
  5
  5
  22
  79
  64
  22
  74
  85
  85
  85
  B
  74
  43
  29
  46
  73
  64
  73
  67
  67
  79
  71
  22
  A
  22
  22
  22
  22
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  
  -14-
  Event Table: Bridge Deck Alert Level 0
  I
  22
  71
  43
  74
  78
  43
  22
  29
  74
  22
  43
  74
  78
  43
  22
  43
  H
  43
  31
  74
  29
  74
  14
  71
  77
  4
  29
  74
  6
  75
  78
  43
  22
  43
  29
  G
  22
  22
  71
  43
  50
  18
  43
  18
  18
  29
  74
  18
  18
  29
  74
  78
  43
  22
  43
  F
  21
  40
  29
  74
  22
  43
  74
  22
  66
  74
  78
  43
  22
  18
  37
  29
  74
  94
  29
  74
  E
  21
  40
  22
  71
  43
  26
  18
  29
  74
  22
  43
  74
  39
  18
  93
  29
  74
  18
  29
  74
  D
  29
  74
  22
  43
  74
  22
  18
  29
  74
  29
  74
  22
  43
  74
  29
  74
  22
  43
  74
  C
  29
  74
  22
  43
  74
  86
  90
  74
  78
  43
  22
  90
  18
  29
  74
  92
  29
  74
  B
  22
  71
  43
  55
  22
  71
  43
  29
  74
  22
  43
  74
  20
  78
  92
  43
  A
  47
  22
  71
  43
  74
  35
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  Event Table: Bridge Deck Alert Level 1
  I
  22
  78
  29
  43
  74
  71
  74
  22
  78
  43
  29
  22
  43
  78
  74
  43
  H
  43
  31
  22
  43
  78
  14
  43
  77
  4
  43
  74
  6
  75
  43
  74
  71
  74
  22
  G
  74
  8
  43
  74
  50
  18
  29
  18
  18
  74
  71
  18
  18
  43
  74
  71
  74
  22
  F
  21
  40
  71
  43
  74
  71
  74
  22
  43
  74
  71
  74
  22
  18
  37
  74
  71
  94
  43
  74
  E
  21
  40
  22
  43
  78
  26
  18
  43
  74
  71
  74
  22
  39
  18
  93
  43
  74
  18
  74
  71
  D
  22
  76
  78
  29
  43
  74
  18
  78
  29
  43
  74
  22
  78
  29
  43
  74
  71
  74
  22
  C
  43
  76
  78
  29
  43
  74
  89
  78
  29
  43
  74
  89
  18
  43
  74
  92
  43
  74
  B
  74
  71
  43
  74
  71
  74
  22
  43
  74
  71
  74
  22
  91
  29
  92
  74
  A
  35
  78
  29
  43
  74
  35
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  
  -15-
  Paragraph Booklet
  Paragraph Booklet
  !STOP!
  Do not read any of the following paragraphs unless instructed
  to do so by the Adventure Booklet.
  1.  The system’s gas giant is 1 million miles away, requiring a
  travel and turn-around time of seven and a half hours.  If the
  characters still insist on re-fueling before approaching the
  Purcell, go to 61.
  2.  You wait impatiently for the airlock to cycle and the iris
  valve to open.  When it does slide open you see two crewmen
  wearing IISS Uniforms and carrying med-kits waiting on
  square 2C.  They are shocked at the sight of your weapons
  and immediately go for their own sidearms – holstered
  automatic pistols.  Activate the following crewmen in square
  2C:
  Scott Hesh, 
  475776, Age 20, 12 Action Points
  Medic-1 Electronic-1 Auto-Pistol-0 Laser Carbine-0
  Jim Richards, 
  AA5CB8, Age 23, 16 Action Points
  Engnrng-1 Auto-Pistol-0 Laser Carbine-0
  Scott will run along a path following squares 3D, 3E,
  3F, 4F, and 5G.  Scott will face square 4G, use the machinery on
  square 4G for cover (-2 DM) and will cover square 2D with his
  Autopistol.
  Jim will rn along a path following squares 3D, 3F, 4F,
  5F and 6G.  Once on 6G he will face square 6H and activate the
  alarm panic button located on that console (1 Action Point).  If
  this button is activated the characters will enter the Bridge
  Deck at Alert Level 1 instead of 0.  
  Then Jim will turn to fact square 6F, move to squares
  -16-
  6F and 6E, and then turn to face square 5E.  Jim will remain
  behind complete cover, but if anyone is in squares 2F to 5F Jim
  will side-step to square 6F and fire or shapshot as many times
  as possible while leaving himself enough action points to
  move back behind cover in square 6E.
  Any time Scott or Jim have to react a situation not
  covered by the descriptions given above, assume they are
  reacting according to Neutral tactics.  If shots are fired go to
  10.
  3.  You grit your teeth and wait impatiently for the airlock to
  cycle and the iris valve to open.  You know that they are ready
  for you and undoubtedly have prepared an ambush.  And you
  are right.  Activate the following enemies on the squares
  indicated:
  6D Scott Hesh 
  475776, Age 20, 12 Action Points
  Medic-1 Electronic-1 Auto-Pistol-0 SMG-0
  5B Jim Richards,
   AA5CB8, Age 23, 16 Action Points
  Engnrng-1 Auto-Pistol-0 Shotgun-0
  4F Kate Ridley 
  7B6688, Age 22, 17 Action Points
  Engnrng-1 Jack-O-T-1 
  5G Dave Hudson 
  6A95A8, Age 23, 20 Action Points
  Engnrng-1 Pilot-1 Nav-1 Laser Carbine-0 Auto-pistol-0
  They will all be wearing ballistic jackets (cloth armor)
  over their IISS uniforms.
  6D will be covering square 1C with an SMG and will
  be using the machinery on square D5 as cover (-2 DM).
  4F will be covering square 1C with a Laser Carbine
  and will be using the machinery on square 4E as cover (-2
  DM).
  5G will be covering square 2D with a Laser Carbine
  and will be using the machinery on square 4G for cover (-2
  
  -17-
  DM).
  5B will be completely covered by square 4B (can’t be
  fired upon) but will side-step onto square 5C in order to fire on
  anyone he can see with a shotgun.  He will fire as often as
  possible so long as he leaves enough Action Points to side-
  step back to square 5B.
  Any tie these enemies have to react a situation not
  covered by the descriptions given above, assume they are
  reacting according to Neutral tactics.
  4.  It will take 5 turns to search this stateroom.  If you do so, go
  to 41.
  5.  The machinery on squares 4E, 4D, 5E and 5D comprise the
  Engineering controls for the Purcell’s Power Plant.  A
  character with Engineering-1 may inspect the Power Plant at
  the cost of 15 Action Points.  If they do so, go to 72.
  6.  It will take 5 turns to search this stateroom.  If you do so go
  to 52.
  7.  You successfully escape from the Purcell.  All that remains
  is to alter your course back toward the system’s inhabited
  planet, report Drake’s story, and hope that Imperial
  Authorities can recover the Purcell.  Go to 97.
  8.  You can open the galley door by pressing the button (1
  Action Point) and waiting 3 Action Points for it to open.  If
  you do so, go to 30.
  9.  You may activate the lift by facing it and then pressing the
  call button (1 Action Point).  At the end of the turn the lift will
  arrive and the door will open.  Up to two characters may enter
  a lift.
  10.  Activate the following character on square 16G facing
  -18-
  square 15G:
  Mike Hutchinson
   6B7AA3, Age 25 18 Action Points
  Gunnery-2 Vacc-1 Auto-Pistol-0 Laser Carbine-0
  Mike Hutchinson will run along a path defined by
  14G, 13G, 12G and 11G, always leaving enough Action Points
  at the end of his turn to cover square 5G with a Snapshot. 
  Once in square 11G he will attempt to open the the ceiling Iris
  Valve (1 Action Point, then 3 Action Points waiting).  Once the
  above Iris Valve is open he will climb through it, costing him
  his entire Action Points for single turn.
  If Mike succeeds in escaping through the Iris Valve,
  when the characters enter the Bridge Deck it will be at Alert
  Level 1 instead of 0. 
  11.  You can activate the lift by facing the open door and
  pressing the button corresponding to the deck you want to
  reach (1 Action Point).  At the end of the turn the doors will
  close and the lift will activate.  At the end of the following turn
  it will reach the Vehicle Bay Deck.  At the end of the second
  following turn it will reach the Cargo Deck.  At the end of the
  third following turn it will reach the Bridge Deck.  When it
  reaches the Deck requested the doors will open and the
  players must read the paragraph corresponding to the square
  that the lift now occupies at the proper Alert Level.
  12.  Drake didn’t lie about the hidden base.  It appears to be of
  Zhodani construction – probably a secret Scout base or spy
  installation.  Now it’s run by thugs and bandits of the worst
  sort and, unfortunately, no one is willing to introduce you to
  someone who can manipulate transponder data.  You do find
  one Pirate who’s willing to take the Purcell and the Scout both
  off your hands for 500,000 credits.  These are your choices,
  then.  Sell the two ships or try to keep them.  If you sell them,
  you get 500k and nobody’s the wiser.  If you keep them both
  the Purcell and Scout are marked as stolen, and it won’t be
  
  -19-
  long before your own ship is marked as belonging to thieves
  and murderers.  Either way, the Adventure is over.
  13.  The machinery on squares 4E, 4D, 5E and 5D comprise the
  Engineering controls for the Purcell’s Power Plant.  A
  character with Engineering-1 may inspect the Power Plant at
  the cost of 15 Action Points.  If they do so, go to 72.
  The machinery huge block of machinery in the center
  of the Drive Deck comprise the Engineering controls for the
  Purcell’s Maneuver Drive.  A character with Engineering-1
  may inspect the Maneuver Drive at the cost of 15 Action
  Points.  If they do so, go to 95.
  14.  It will take 5 turns to search this tidy stateroom.  If you do
  so, go to 57.
  15.  The space-walk can take anywhere from ten minutes to an
  hour, depending on the expertise of the walker.  Roll a single
  die and multiply by 10 – that is the total number of minutes
  required to complete the space walk.  Apply a DM of -1 for
  every level of Vacc Suit skill possessed by the walker.  If you
  still wish to proceed with the space walk, go to paragraph 25.
  16.  The skipper of the Purcell was a Scout by the name of
  Andy Carlyle.
  17.  You heave-to and are boarded by the 6 members of the
  System Defense Boat’s crew.  They are wearing Combat Armor
  and carrying Gauss Rifles.  They will attempt to arrest
  everyone on board and transport them dirtside for a trial.  If
  characters attempt to resist, use the following guidelines for
  resolving the boarding action.
  1.  The System Defense Boat crew all have 15 action
  points if using Snapsot, 30 action points if using Azhanti High
  Lightning.
  2.  The System Defense Boat crew will divide into 3
  -20-
  teams of 2.  One team will take the shortest path to the bridge
  and attempt to secure it.  One team will take the second-
  shortest path to the bridge.  And the third team will take the
  shortest path to the Engineering section.  All three teams will
  be using Neutral Tactics.  Once they have secured their
  objectives, they will attempt to clear the decks, shooting
  anyone who doesn’t immediately surrender.
  3.  If the characters are knocked unconscious or
  surrender they will be placed in the low-passage births and
  brought to the system’s main planet.  Go to 100.  
  4.  If the characters defeat the System Defense Boat
  crew, go to 98.
  18.  You can open the sliding door by pressing the button (1
  Action Point) and waiting 3 Action Points for it to slide open.
  19.  You find personal effects identifying the recent occupant
  of this stateroom as being a Scout by the name of Jim
  Richards.
  20.  You can open this iris valve by pressing the button (1
  Action Point) and waiting 3 Action Points fo rit to slide open. 
  If you do so, go to 32.
  21.  The lift door opens into the Purcell’s mess hall.  There is
  no one to be seen.
  22.  No event.
  23.  A maximum of about 8 people can stuff into the X-boat
  without dangerously straining its life-support system, but that
  many people will easily be detected by the Purcell’s sensors
  and blasted into vaccuum long before the X-boat could dock. 
  Instead, 4 people could comfortably fit aboard the X-boat and
  safely dock with the Purcell.
  If the characters take this course of action, go to
  
  -21-
  Adventure Booklet paragraph G.  The Purcell will be on Alert
  Level 0 when the boarding action begins.
  If the characters decide to forego the course of
  action, they may abandon the X-boat and fire on the Purcell at
  close range.  Go to paragraph F., but combat begins at short
  range.
  24. The Purcell immediately opens fire.  Go to Adventure
  Booklet paragraph F.
  25.  Oddly, despite the interior damage to the lifeboat, the
  exterior seems untarnished.  If the lifeboat were involved in
  combat, it seems to have escaped any ship-based fire.  Upon
  completion of the space walk, return to Part C in the
  Adventure Booklet.
  26.  It will take 5 turns to search this recently-slept in
  stateroom.  If you do so go to 65.
  27.  Go to Adventure Booklet paragraph F., but combat begins
  at short range.
  28.  Unless you’ve already done so, activate the following
  enemy on square 15C, Neutral Tactics, leaning into square
  15B, using the machinery on square 14C as cover (-2DM) and
  covering square 5B with an Auto-Pistol:
  Kate Ridley 
  7B6688, Age 22, 17 Action Points
  Engnrng-1 Jack-O-T-1 
  29.  You notice a computer-controlled Security Camera
  recording your actions for posterity.
  30.  The door slides open.  If you haven’t already done so,
  activate the following enemy on square 4H, leaning into
  square 3H and using the door as cover (-2):
  -22-
  Don Hicks 
  AA477A, 25 yrs old, 15 Action Points
  Gunnery-1 SMG-1 Air/Raft-1 Auto-Pistol-0
  Don is armed with a Submachinegun and wears a
  ballistic jacket (cloth armor) over his IISS uniform.  He is on
  Neutral tactics.
  31.  The ship’s galley is well-stocked with at least two week’s
  worth of provisions.
  32.  If you haven’t already done so, activate the following
  enemy on square 15A facing square 16A:
  Don Hicks 
  AA477A, 25 yrs old, 15 Action Points
  Gunnery-1 SMG-1 Air/Raft-1 Auto-Pistol-0
  He is armed with an Auto-Pistol and wears an IISS
  uniform.  He operates under Neutral tactics.  If there is gunfire,
  go to 101.
  33.  The Purcell escapes beyond your sensor range into the
  void of space.  Pursuit is pointless since the Purcell could
  alter its course and literally be anywhere.  All that remains is to
  alter your course back toward the system’s inhabited planet,
  report Drake’s story, and hope that Imperial Authorities can
  recover the Purcell.  Go to 59.
  34.  The machinery huge block of machinery in the center of
  the Drive Deck comprise the Engineering controls for the
  Purcell’s Maneuver Drive.  A character with Engineering-1
  may inspect the Maneuver Drive at the cost of 15 Action
  Points.  If they do so, go to 95.
  Additionally, a ladder leads to an iris valve set in the
  ceiling.  A character may activate the iris valve (1 Action Point,
  wait for 3 Action Points while it opens) and then climb to the
  next deck (pop-up turret).  It takes a full turn to do so.  If a
  
  -23-
  character does so, go to 63.
  35.  This turret’s weaponry has been destroyed, but its hull
  hasn’t been breached.
  36.  The machinery huge block of machinery in the center of
  the Drive Deck comprise the Engineering controls for the
  Purcell’s Maneuver Drive.  A character with Engineering-1
  may inspect the Maneuver Drive at the cost of 15 Action
  Points.  If they do so, go to 95.
  37.  It will take 5 turns to search this stateroom.  If you do so,
  go to 68.
  38.  You find personal effects identifying this stateroom’s most
  recent occupant as being a Scout by the name of Kate Ridley.
  39.  The Purcell’s fresher is completely dry, having not been
  used for several hours.
  40.  The Mess Hall is tidy, with all dishes and cutlery neatly
  stowed.  
  41.  You find personal effects identifying the recent occupant
  of this stateroom as one Mike Hutchinson, active Scout.
  42.  The Purcell responds that it is unable to offer assistance
  at this time, and warns the characters to stand-off or the
  Purcell will be forced to open-fire.  The Purcell’s skipper
  informs the characters that the Purcell had only just recently
  been attacked by pirates attempting the same ruse, and
  standard protocols preclude the Purcell from taking on any
  boarders other than active-duty Scout Personnel.  It appears
  that the character’s vessel is capable of maneuver, since it
  approached the Purcell using constant acceleration, so the
  skipper advises the characters to turn toward the system’s
  -24-
  planet.  Otherwise, the Purcell has already sent for assistance
  from a System Defense Boat, which should arrive within
  twenty hours.  At that time the Purcell may be able to offer
  assistance.
  If the characters insist on approaching the Purcell, it
  will make good its threat and fire on the characters.  Go to
  Adventure Booklet paragraph F.
  43.  No event.
  44.  When it becomes clear that your decision is final, Drake
  grows agitated to the point of violence.  He begins screaming
  that you’re a bloody murderer just like those bastard pirates,
  and then he takes a swing at you!  A brawl erupts between
  Drake and the starship Captain.  For the first round, anyone
  else in the room is surprised and can’t take part.  But after the
  first round, other crew members may join in.  Every combat
  round make a morale roll for crew members.  Success indicates
  that they intervene in the fray on behalf of the Captain.  Failure
  indicates that they continue watching, stunned and surprised. 
  When Drake is finally overcome, the characters must either
  lock him in a state-room or place him in cold sleep.  If they lock
  him in a state-room, go to 53.  If they put him in a low-passage
  berth go to 97.
  45.  When it becomes clear that your decision is final, Drake
  grows agitated to the point of violence.  He begins screaming
  that you’re a bloody murderer just like those bastard pirates,
  and then he takes a swing at you!  A brawl erupts between
  Drake and the starship Captain.  For the first round, anyone
  else in the room is surprised and can’t take part.  But after the
  first round, other crew members may join in.  Every combat
  round make a morale roll for crew members.  Success indicates
  that they intervene in the fray on behalf of the Captain.  Failure
  indicates that they continue watching, stunned and surprised. 
  When Drake is finally overcome, the characters must either
  
  -25-
  lock him in a state-room or place him in cold sleep.  If they lock
  him in a state-room, go to 54.  If they put him in a low-passage
  berth go to 105.
  46.  The machinery huge block of machinery in the center of
  the Drive Deck comprise the Engineering controls for the
  Purcell’s Maneuver Drive.  A character with Engineering-1
  may inspect the Maneuver Drive at the cost of 15 Action
  Points.  If they do so, go to 95.
  47.  This turret, armed with one beam laser, one sand-caster
  and one missile rack,  is still fully operational.
  48.  You throw down your weapons and allow yourself to be
  handcuffed.  Your captors lead you to the Purcell’s low
  berths, where they place you in cold storage to ensure you
  don’t escape.  Go to 100.
  49.  Unless you’ve already done so, activate the following
  enemy, Neutral tactics, covering square 5G with an Auto-
  Pistol on square 14G, leaning into square 15G and using the
  machinery on square 14F as cover (-2 DM):
  Dave Hudson 
  6A95A8, Age 23, 20 Action Points
  Engnrng-1 Pilot-1 Nav-1 Laser Carbine-0 Auto-pistol-0
  50.  It will take you 5 turns to search this tidy stateroom.  If
  you do so go to 19.
  51.  The Purcell’s jump drive appears to be fully operational. 
  The maneuver drive, however, seems to have been damaged in
  combat.  
  52.  This stateroom belonged to a Scout named Don Hicks.
  53.  The next five hours of the trip planet-side is a living hell,
  -26-
  since the crew and any passengers aboard are forced to listen
  to Drake’s lunatic screams.  By the sixth hour Drake seems to
  have lost his voice.  Go to 97.
  54.  The next five hours of the trip planet-side is a living hell,
  since the crew and any passengers aboard are forced to listen
  to Drake’s lunatic screams.  By the sixth hour Drake seems to
  have lost his voice.  Go to 105.
  55.  This iris valve may be opened by pressing its button (1
  Action Point) and waiting 3 Action Points for it to open.  If
  you do so, go to 103.
  56.  The machinery huge block of machinery in the center of
  the Drive Deck comprise the Engineering controls for the
  Purcell’s Maneuver Drive.  A character with Engineering-1
  may inspect the Maneuver Drive at the cost of 15 Action
  Points.  If they do so, go to 95.
  57.  You find personal effects that identify this stateroom as
  belonging to a Scout by the name of Cara Feldt.
  58.  The Purcell’s skipper informs the characters that they had
  recently repelled a Pirate attack, and for that reason can not
  dock the character’s ship to the Purcell’s airlock.  The skipper
  informs the characters that the Purcell has an operable X-boat
  in its Ship’s Bay, and suggests that it drop off the X-boat and
  accelerate away from it while the characters accelerate toward
  it.  The characters can then mate the X-boat to their airlock,
  place the sick patient inside, seal it, and maneuver away from
  it.  The Purcell will then come back to pick up the X-boat and
  give the patient medical attention.  In order to save time, the
  Purcell will allow the character’s ship to approach within High
  Guard short range, but certainly not close enough to attempt a
  boarding action.  The entire operation will take roughly 4
  hours.
  
  -27-
  If the characters decide to go through with the plan,
  but stuff the X-boat with as many combatants as possible, go
  to paragraph 23.
  If the characters decide to wait until the Purcell is in
  close range, and then open-fire, go to paragraph 27.
  If the characters decide to open fire on the Purcell
  immediately, go to Adventure Booklet paragraph F.
  59.  When you inform Drake of your decision he grows
  agitated.  He irrationally insists that the characters search the
  void of space for the Purcell, claiming that by the time the
  characters make the twenty-hour trip to the system’s inhabited
  planet, the Purcell will have disappeared into jump-space and
  her crew will have been murdered.  Go to 44.
  60.  When you inform Drake of your decision he grows
  agitated.  He tells you that it won’t take forever for the Pirates
  to repair the Purcell’s Jump Drive, and it will take even less
  time for them to decide what to do with the Purcell’s former
  crew.  By the time the characters make the twenty-hour trip to
  the system’s inhabited planet, the Purcell will have
  disappeared into jump-space and her crew will have been
  murdered.  If the characters change their mind and decide to
  recover the Purcell, go to Adventure Booklet paragraph D. 
  Otherwise go to paragraph 45.
  61.  When you inform Drake of your decision he grows
  agitated.  He tells you that it won’t take forever for the Pirates
  to repair the Purcell’s Jump Drive, and it will take even less
  time for them to decide what to do with the Purcell’s former
  crew.  By the time the characters make the 15-hour trip to the
  gas giant and back, the Purcell will have disappeared into
  jump-space and her crew will have been murdered.  If the
  characters change their mind and decide to recover the
  Purcell, go to Adventure Booklet paragraph E.  Otherwise go
  to paragraph 69.
  -28-
  62.  At first you think someone’s manning the pop-up turret,
  but then you realize that it’s merely a vacc-suit propped up in
  the turret’s weapons control station.
  63.  If Mike Hutchinson escaped through the iris valve, go to
  82.  Otherwise go to 62.
  64.  The machinery huge block of machinery in the center of
  the Drive Deck comprise the Engineering controls for the
  Purcell’s Maneuver Drive.  A character with Engineering-1
  may inspect the Maneuver Drive at the cost of 15 Action
  Points.  If they do so, go to 95.
  65.  You find personal effects belonging to a Scout by the
  name of Dave Hudson.
  66.  The ship’s computer is a huge Model 3.  Anyone with
  Computer-1 can search the database for a listing of the
  Purcell’s active duty personnel.  It will take 2D6 turns, with a
  DM of -1 for every level of Computer above 1.  When
  successful, go to 80.
  67.  The machinery huge block of machinery in the center of
  the Drive Deck comprise the Engineering controls for the
  Purcell’s Maneuver Drive.  A character with Engineering-1
  may inspect the Maneuver Drive at the cost of 15 Action
  Points.  If they do so, go to 95.
  68.  This stateroom belonged to a Scout named Elle Vander.
  69.  Drake eventually calms down, but it is clear that he is
  simmering with anger.  He tells the players that they’d better
  hope the Pirates don’t know what they’re doing, because if the
  Purcell gets away, he’s going to bring them all up on charges
  of complicity in the Pirate attack.  This is most likely an empty
  threat, but it’s unnerving.  Go to Adventure Booklet paragraph
  
  -29-
  E.
  70.  When the door slides open, if you haven’t already done
  so, activate the following enemies on the squares indicated:
  9B Cara Feldt 
  5897C3, 29 years old, 17 Action Points
  Pilot-2, Nav-1, Vacc-1, SMG-0 Auto-Pistol-0
  11C Andy Carlyle 
  B36B8B, Age 30, 9 Action Points
  Nav-1 Comp-1  Engnrng-1 Laser Carbine-0 Auto-Pistol-0
  They are armed with Automatic Pistols, are operating
  under Neutral tactics, and are wearing IISS uniforms.
  If there is gunfire go to 101.
  71.   Smile, you’re on candid-camera.  A security camera
  records your every move.
  72.  The power plant seems to be in perfect working order.
  73.  The machinery huge block of machinery in the center of
  the Drive Deck comprise the Engineering controls for the
  Purcell’s Maneuver Drive.  A character with Engineering-1
  may inspect the Maneuver Drive at the cost of 15 Action
  Points.  If they do so, go to 95.
  74.  No event.
  75.  It will take 5 turns to search this stateroom.  If you do so 
  go to 81.
  76.  If you haven’t already done so, activating the following
  enemies in the squares indicated:
  4H Don Hicks 
  AA477A, 25 years old, 15 Action Points
  Gunnery-1 SMG-1 Air/Raft-1 Auto-Pistol-0
  6A Cara Feldt 
  -30-
  5897C3, 29 years old, 17 Action Points
  Pilot-2, Nav-1, Vacc-1, SMG-0 Auto-Pistol-0
  7D  Mike Hutchinson 
  6B7AA3, Age 25, 18 Action Points
  Gunnery-2 Vacc-1 Auto-Pistol-0 Laser Carbine-0
  8B Andy Carlyle 
  B36B8B, Age 30, 9 Action Points
  Nav-1 Comp-1  Engnrng-1 Laser Carbine-0 Auto-Pistol-0
  8D Elle Vander 
  5A6A93, Age 19, 17 Action Points
  Gunnery-1 Auto-Pistol-0 Laser Carbine-0
  4H is leaning into square 3H, where he activates the
  sliding door (1 Action Point), waits 3 Action Points for it to
  open, and then uses the wall as cover (-2).  He is on Neutral
  tactics, wearing cloth armor over his IISS uniform, and is armed
  with a submachinegun.
  6A activates the iris valve (1 Action Point), waits 3
  Action Points for it to open, and then uses the iris opening as
  cover (-2).  She is on Neutral tactics, wearing cloth armor over
  her IISS uniform, and is armed with a submachinegun.
  7D is leaning into square 7B, using the wall as cover
  (-2).  He is on Neutral tactics, wearing cloth armor over his IISS
  uniform, and is armed with a Laser Carbine.
  8B and 8D are both leaning into square 8C, using the
  doorway as cover (-2).  They are on Neutral tactics, wearing
  cloth armor over their IISS uniforms, and are armed with Laser
  Carbines.
  77.  It will take 5 turns to search this stateroom.  If you do so
  go to 38.
  78.  No event.
  79.  The machinery huge block of machinery in the center of
  the Drive Deck comprise the Engineering controls for the
  Purcell’s Maneuver Drive.  A character with Engineering-1
  
  -31-
  may inspect the Maneuver Drive at the cost of 15 Action
  Points.  If they do so, go to 95.
  80.  The Purcell’s active duty roster is as follows:
  1. Skipper, Andy Carlyle
  2.  Pilot, Cara Feldt
  3.  Head Engineer, Dave Hudson
  4.  Engineer, Kate Ridley
  5. Engineer, Jim Richards
  6. Com Specialist, Scott Hesch
  7. Head Gunner, Mike Hutchinson
  8. Gunner, Don Hicks
  9.  Gunner, Elle Vander
  In addition, you find the name and dossier of the
  detached-duty Scout that piloted the Type-S Courier
  Duplicity.  His name was Drake Edwards, but neither his
  dossier nor his photograph match the man you have come to
  know by that name.
  81.  This stateroom belonged to a scout named Scott Hesch.
  82.  When you open the iris valve there is a hiss and a fierce
  gust of wind that blows into the pop-up turret, as if the turret
  were de-pressurized.
  When you climb into the turret you see that there is
  an odd hatch to the exterior of the ship and, sure enough, it
  appears as if the hatch had been recently opened.
  83.  The turret is empty.
  83.  The Maneuver Drive is damaged but not destroyed.  It will
  take anyone with Engineering-1 1D hours to repair, with a DM
  of -1 for every level of Engineering the character has above 1. 
  Additional Engineers up to two will add an additional of DM -1
  each.  The minimum time required is 1 hour.
  -32-
  85.  The machinery in squares 17E, 18E, 19E, 20E, 18D, 19D,
  and 20D make up the Engineering controls fo r the Purcell’s
  Jump Drive.  Anyone character with Engineering-1 may
  examine the Jump Drives for a cost of 15 Action Points.  If a
  character does so, go to 104.
  86.  You can open the sliding door by pressing the button (1
  Action Point) and waiting 3 Action Points for it to open.  If
  you do so, go to 70.
  87.  You call out, demanding that your enemies surrender. 
  They respond that they’ll never surrender to Pirate scum like
  you.  If you respond that you’re not Pirates, you receive the
  answer “Then surrender and tell it to a judge.”  If you
  surrender, go to 48.
  88.  For the first time since you’ve known him, Drake is true to
  his word.  He takes both the Purcell and your own ship one
  parsec to an un-mapped system.  He takes the characters to an
  orbital facility that appears to have once been a secret
  Zhodani scout base.  The manipulation of the transponder
  takes a week, during which the characters are forced to inter-
  act with all manner of con-men, thugs and other scum.  But at
  the end of the week they have title to the Scout, have both the
  Scout and their own ship re-fueled, and are ready to re-enter
  civilized space.  The adventure is over.
  89.  The Ship’s Bridge appears to be undamaged.  Anyone
  with Pilot-1 can move to the Pilot’s station on square 9B and
  spend 15 Action Points to look over the controls.  If you do so
  go to 51.
  90.  The Ship’s Bridge appears to be undamaged.  Anyone
  with Pilot-1 can move to the Pilot’s station on square 9B and
  spend 15 Action Points to look over the controls.  If you do so
  go to 102.
  
  -33-
  91.  You can open this iris valve by pressing the button (1
  Action Point) and waiting 3 Action Points for it to open.  If
  you do so go to 83.
  92.  This is the Purcell’s navigation room, lined with cabinets
  containing computer disks loaded with maps and charts of
  most of known space.  In the center of the room is a terminal
  networked to the ship’s navigation computer.
  93.  This stateroom appears to have been unoccupied.
  94.  The skipper’s spacious stateroom.  A careful search will
  take 10 turns.  If you do so, go to 16.
  95.  If the Maneuver Drive was damaged during starship
  combat with the Purcell, go to 83.  Otherwise go to 96.
  96.  The Maneuver Drive appears to be in working condition.
  97.  On your way planet-side you are intercepted by the
  System Defense Boat Guardian.  It demands that you heave-
  to so that the Guardian can dock and board your ship.  If you
  heave-to, go to 17.  Otherwise, go to 98.
  98.  The Guadian’s High Guard Statistics are:
  SB-9807 Guardian SB-31069E2-900000-40003-0
  Crew=10. TL=12. Fuel=36. EP=36 Agility=6
  The Guardian will attempt to remain in short range
  and will always pursue the characters if they attempt to break
  off.  
  If the Guardian’s laser turrets are destroyed, it will
  attempt to remain in long range.
  If both the Guardian’s laser turrets and missile
  turrets are destroyed, the Guardian will attempt to move to
  -34-
  long range and then break off.
  If the Guardian destroys the character’s offensive
  weaponry, and reduces the character’s ship to Agility 0, it will
  attempt to board the character’s ship.  Go to 17.
  If either the Guardian or the characters successfully
  break off, go to 99.
  99.  By some miracle you have managed to defeat the Imperial
  Authorities aboard the Guardian.  You are undoubtedly now
  wanted for, at best, resisting arrest, and at worse, killing
  Imperial Police.  The only thing left for you to do is to try and
  re-fuel at the gas giant and jump out of system before another
  SDB (or two or three) catch up to you.
  The characters manage to get out of the system, but
  their ship has been identified.  The ship can not be sold on the
  open market, and any time it is encountered it will be
  recognized as being operated by criminals.  The character’s
  options for future adventuring are therefore limited, and the
  characters may, ironically, be forced into a life of crime as
  Pirates.
  100.  The characters awake separated into tiny cells.  Their
  Starship and possessions have been confiscated by the
  planetary police.  During their incarceration, and in preparation
  for their upcoming trial, they hear the real story behind Drake
  Edwards and the attack on the Purcell:
  Drake Edwards is not a Scout, nor has he ever been
  employed by the IISS.  Instead, he is a Pirate, one of a band
  that hatched a plot to capture an IISS X-boat Tender intact in
  order turn into a corsair.  The Purcell was the object of their
  attack.
  They attacked the Purcell using a hijacked Type-S
  Scout.  Much as Drake described, they attempted to con the
  Purcell into taking them aboard.  However, the Purcell’s
  skipper ran a check on the Scout and discovered that it had
  been reported stolen, so he refused to let the Pirates on board. 
  
  -35-
  The Pirates opened fire.
  The Purcell repulsed the attack and destroyed the
  Scout, but only after receiving damage to its Jump Drives and
  its laser turret.  Drake managed to escape from dying Scout. 
  While twisting through space he hatched a plot to avenge his
  comrades and take the Purcell.  He destroyed the lifeboat’s
  computer with his laser carbine so that any rescuers would be
  unable to determine the true story of what had happened. 
  Then he concocted a story that he hoped would convince his
  rescuers to attack the Purcell and board it.  Once the Purcell
  was secure, Drake hoped to back-stab his rescuers, kill them,
  and jump out of system to a pre-arranged rendezvous point
  with some other Pirate friends.
  The planetary police maintain that the characters were
  accomplices of Drake from the beginning.  Obviously, that is
  not true, but the characters’ ability to prove that in court is
  directly related to the quality of their attorney and the number
  of crimes which can be directly attributed to them.
  First roll to determine how long the trial takes.  Roll a
  d6 and multiply the result by ten.  That is the number of days
  the trial takes.  Add a die modifier of 1 for each level of Law
  skill possessed by their attorney, with the assumption that a
  good attorney will try and drag out the trial as long as possible
  (if tried immediately the characters would be assumed guilty).
  Then roll to determine whether the characters are
  found innocent or guilty.  A basic roll of 8+ is required for their
  innocence.  Adjust that roll based on the following die
  modifiers:
  Subtract a DM of -2 for every Scout or System
  Defense Boat crewman killed by the characters.
  Subtract a DM of -1 for every Scout or System
  defense Boat crewman wounded by the characters.
  Subtract a DM of -1 if the characters fired upon and
  damaged the Purcell.
  Subtract a DM of -2 if the Purcell was destroyed.
  Subtract a DM of -1 if the characters fired upon and
  -36-
  damaged the Guardian.
  Subtract a DM of -2 if the Guardian was destroyed.
  Add a DM of +2 if the characters turned themselves
  in, or surrendered to the crew of the Guardian or the Purcell.
  Add a DM of +1 for each Law skill level of the
  characters’ attorney.
  The base cost of an attorney is 10,000 credits per day. 
  A good attorney costs substantially more.  For each additional
  Law skill level above 1, the attorney costs an additional 10,000
  credits a day.  The maximum Law skill level available is 4.  The
  attorney does not have to be paid until after the trial.
  If found innocent, the characters will have their
  possessions, including their ship, returned to them.  However,
  they will still be responsible for any payments required on the
  ship during their time in jail.
  The Adventure is over.
  101.  If you haven’t already done so, activate the following
  enemies on the squares indicated:
  15A Don Hicks 
  AA477A, 25 years old, 15 Action Points
  Gunnery-1 SMG-1 Air/Raft-1 Auto-Pistol-0
  9B Cara Feldt 
  5897C3, 29 years old, 17 Action Points
  Pilot-2, Nav-1, Vacc-1, SMG-0 Auto-Pistol-0
  11C Andy Carlyle 
  B36B8B, Age 30, 9 Action Points
  Nav-1 Comp-1  Engnrng-1 Laser Carbine-0 Auto-Pistol-0
  6A Elle Vander 
  5A6A93, Age 19, 17 Action Points
  Gunnery-1 Auto-Pistol-0 Laser Carbine-0
  They are all armed with Auto-Pistols and wear IISS
  uniforms.
  9B and 11C will move on Neutral tactics to 8B and 8D,
  respectively, lean into square 8C, and use the edge of the door
  as cover (-2).
  
  -37-
  6A will open the iris valve to her turret and use it as
  cover (-2) as she faces square 6B.  If there is no target, she will
  cover square 2E.
  15A will run on Neutral tactics along the shortest
  path first to square 14F, leaning into 14G and using the wall as
  cover (-2) while covering square 7G.  If no one is in sight he
  will then run to square 8G, leaning into square 7G and using
  the wall as cover (-2) while covering square 7B.  If no one is in
  sight he will run to square 7D, leaning into square 7C and
  using the wall as cover (-2) while covering square 2C. 
  102.  The Ship’s drives, including its Jump Drive, appear to be
  fully operational.  You can begin maneuvering the vessel at 1-
  G immediately.
  103.  If you haven’t already done so, activate the following
  enemy in square 6A facing square 5A:
  Elle Vander 
  5A6A93, Age 19, 17 Action Points
  Gunnery-1 Auto-Pistol-0 Laser Carbine-0
  Elle is armed with a holstered Auto-Pistol and wears a
  standard IISS uniform.  She is on Neutral tactics.
  If there is gunfire, go to 101.
  104.  The Jump Drives appear undamaged and completely
  operational.
  105.  When you arrive dirtside you contact Imperial
  authorities.  Several marines show up and ask Drake to
  accompany them for interrogation.  Drake resists vehemently
  and is ultimately beaten, handcuffed, and dragged kicking and
  screaming into an air/raft.  That’s the last you hear from Drake
  or from Imperial Authorities.  Three days later, however, you
  read an interesting piece in the local Traveller News Service:
  The Traveller’s Aid Society is issuing an Amber
  -38-
  Zone alert for this world due to recent Pirate activity.  Three
  days ago the Imperial Scout Vessel Purcell was attacked by
  Pirates posing as detached-service Scouts in need of rescue. 
  Fortunately, the Purcell ran a search of the detached-service
  S-Class Scout the Pirates were using and identified it as stolen. 
  As such, the refused to let the Scout on board and fired.  The
  Pirates fired back, but were ultimately repelled.  Since it is too
  early to tell whether this was an isolated incident or whether
  this planet is the object of a larger, more organized Pirate
  attack, the Amber Zone classification will be in effect for at
  least the remainder of the month.  All ships arriving and
  leaving this space port are advised to be on high alert, and to
  treat distress calls with the utmost discretion.
  The adventure is over.
  106.  By now it’s obvious that the characters have been had. 
  Drake Edwards is  unrepentant, however.  Yes, that is not
  really his name.  Yes, he was a member of the original band of
  Pirates that attacked the Purcell and was repulsed.  And yes,
  he lied to the characters in order to entice them to help him
  steal this ship.  But as far as he’s concerned, he did the
  characters a big favor.  Because Drake Edwards has one final
  Ace up his sleeve.
  Drake knows the jump-coordinates to an uninhabited
  star system one parsec from here.  It’s uninhabited.  That is,
  uninhabited apart from a station orbiting a gas giant.  A
  station run by Pirates.  A station where a guy can get anything
  for the right price...including an altered transponder.  If the
  characters let him, Drake can take them to that system and
  have the Purcell’s identity completely altered.  The ship will
  have a new Imperial identification number, and will be listed as
  a legal commercial vessel. Furthermore, its memory banks will
  be wiped clean, and no Imperial Authorities will ever be wiser
  about this little mis-hap.   And what’s in it for the characters? 
  Well, in the Purcell’s ship bay is a fully operational Type-S
  Scout/Courier, the Duplicity.  Although the Duplicity was
  
  -39-
  damaged, it is easily reparable with the equipment on board
  the Purcell.  Drake knows the characters have him over a
  barrel.  So he’s willing to make a deal:
  If the characters let him have the Tender, Drake will
  let them have the Duplicty.  Both will have their memory banks
  wiped clean, and both will have new transponder data that
  makes them legal and pristine.  The characters can use the
  Purcell’s fuel probe to re-fuel their own ship and follow him to
  the hidden base.  It may not sound like a fair trade, but
  consider the options.  The Purcell’s crew already sent for
  help, and this very minute a System Defense Boat loaded with
  marines its on its way.  As soon as investigators find the
  Purcell’s video tapes the characters are up to their necks in
  trouble.  Furthermore, altering transponder data isn’t cheap. 
  And Drake’s willing to take that on that expense himself, for
  both ships, but only in return for the Tender.
  The characters don’t have long to make their
  decision.  If they agree to Drake’s terms, go to 88. 
  If the characters kill Drake after he’s programmed the
  navigation data into the computer, go to 12.
  If the characters decide to return planet-side, go to
  97.
  107.  By now it’s obvious that the characters have been had. 
  Drake Edwards is  unrepentant, however.  Yes, that is not
  really his name.  Yes, he was a member of the original band of
  Pirates that attacked the Purcell and was repulsed.  And yes,
  he lied to the characters in order to entice them to help him
  steal this ship.  But as far as he’s concerned, he did the
  characters a big favor.  Because Drake Edwards has one final
  Ace up his sleeve.
  Drake knows the jump-coordinates to an uninhabited
  star system one parsec from here.  It’s uninhabited.  That is,
  uninhabited apart from a station orbiting a gas giant.  A
  station run by Pirates.  A station where a guy can get anything
  for the right price...including an altered transponder.  If the
  -40-
  characters let him, Drake can take them to that system and
  have the Purcell’s identity completely altered.  The ship will
  have a new Imperial identification number, and will be listed as
  a legal commercial vessel. Furthermore, its memory banks will
  be wiped clean, and no Imperial Authorities will ever be wiser
  about this little mis-hap.   And what’s in it for the characters? 
  Well, in the Purcell’s ship bay is a fully operational Type-S
  Scout/Courier, the Duplicity.  Although the Duplicity was
  damaged, it is easily reparable with the equipment on board
  the Purcell.  Drake knows the characters have him over a
  barrel.  So he’s willing to make a deal:
  If the characters let him have the Tender, Drake will
  let them have the Scout/Courier.  Both will have their memory
  banks wiped clean, and both will have new transponder data
  that makes them legal and pristine.  The characters can use the
  Purcell’s fuel probe to re-fuel their own ship and follow him to
  the hidden base.  It may not sound like a fair trade, but
  consider the options.  This very minute a System Defense
  Boat loaded with marines its on its way.  As soon as
  investigators find the Purcell’s video tapes the characters are
  up to their necks in trouble.  Furthermore, altering transponder
  data isn’t cheap.  And Drake’s willing to take that on that
  expense himself, for both ships, but only in return for the
  Tender.
  As you look into your Captain’s eyes, you know he’s
  not going to go for Drake’s deal.  You make a side-long glance
  to Drake, who nods toward you almost imperceptibly and then,
  without moving his head, fixes his eyes on his laser carbine
  sitting on the table between you.  The implication of his look is
  clear...he’s gonna try and shoot his way out.  You’re either
  with him, or against him.
  If you’re with him, everyone goes for their guns at
  Short Range.  Start with the highest dexterity firing snapshots
  to the lowest dexterity firing snapshots, and then move to the
  highest dexterity firing aimed shots to the lowest dexterity
  firing aimed shots.  All NPC’s will fire snapshots.
  
  -41-
  Assuming Drake and the characters survive, and you
  agree to his terms, go to 88.
  Assuming Drake and the characters survive, but you
  decide to kill him after he’s programmed the navigation
  coordinates into the computer, go to 12.
  If the characters are rendered unconscious, go to 100. 
  If the characters are against Drake, the Captain sets a
  course for the system’s planet.  Go to 97.
  -42-
  
  1Snapshot and Azhanti High Lightning are owned by
  Far Future Enterprises, http://www.farfuture.net
  -43-
  Appendix A: Lone Wolf
  Appendix A: Lone Wolf
  Solitaire rules for Snapshot or Azhanti High Lightning1
  1: Assumptions
  The solitaire tactical situations have been
  programmed to be played with either Snapshot or Azhanti
  High Lightning.  To ensure that the programmed opponents
  respond appropriately for both of these rules systems, ertain
  assumptions have been made that slightly change each of
  these rules systems.  The Solitaire interpretations of these
  rules should be as follows:
  A. Azhanti High Lightning Decision Phase:
  Programmd characters ignore the Azhanti High Lightning
  decision phase, though player-characters and player-
  controlled non-player characters do not.
               Programmed characters act according to their
  programming during each Action Phase regardless of the
  Decision Phase.  That is, a programmed character may cover
  during the first Action Phase, move during the second Action
  Phase, and aim during the third Action Phase.  Although this
  gives programmed opponents an advantage, this advantage is
  more than made up for their inability to react to unexpected
  situations.
  B. Azhanti High Lightning Action Points: Instead of
  giving every character 30 Action Points, characters should
  calculate their Action Points similarly to Snapshot characters. 
  A character’s Azhanti High Lightning Action Points are equal
  to (Dexterity+Endurance) x 2.  Most paragraph booklets will
  describe Snapshot Action Points.  In order to convert these to
  Azhanti High Lightning Action Points, simply multiply them
  by 2.
  -44-
  In order to determine how many Aciton Points may
  be used during a single Action Phase, simply divide the
  character’s Action Points by 5 and round up.  A character with
  a 7 Dexterity and 7 Endurance, for example, would have 28
  Action Points, and would be able to use 6 Action Points per
  turn.   
  C. Snapshot Combat Armor: In order to better fit
  Snapshot in with Azhanti High Lightning and Striker, treat
  Combat Armor as Battle Dress with a Die Modifier of +2.  That
  is, it’s 2 easier to hit Combat Armor than it is to hit Battle
  Dress.
   2: Programming Terms 
  A. Contact:  Whenever a programmed character
  becomes active, its program will be defined by its TACTICS
  and its PATH.  The first important concept to understand
  when resolving character programming is CONTACT.  Contact
  is defined as the next move  that will expose a character to an
  enemy character’s covering fire. Contact-AB refers to exposure
  to an aimed, automatic burst (along the covering character’s
  line of sight with a weapon capable of auto-fire).  Contact-A
  refers to exposure to an aimed shot (along the covering
  character’s line of sight but armed with a semi-auto weapon). 
  Contact-S refers to exposure to a snapshot (within the
  covering character’s fire arc but outside of its line of sight).
  B. Flanking:  Another major concept is FLANKING. 
  FLANKING is defined as the next move  that will bring a
  programmed character into the firing range of an enemy
  character that cannot fire.  A Flanking move might bring a
  programmed character into an enemy’s side arc, where the
  enemy is not covering, or into an enemy’s front arc when the
  enemy has spent all his action points.
  C. Advantage:  A third major concept is
  ADVANTAGE.  A programmed character has ADVANTAGE if
  when it CONTACTS or FLANKS an enemy character it has a
  better chance of wounding the enemy character than the
  
  -45-
  enemy character has of wounding it.  For example, a
  programmed character equipped with a Gauss Rifle and
  Battledress may wish to enter a square that is being covered
  by an enemy equipped with a Laser Rifle and a Vacc Suit. 
  They are at Short Range to each other.  The programmed
  character has already used most of his action points and
  therefore can only snapfire on semi-auto.  At short range vs.
  Cloth, the programmed character will cause a wound on a roll
  of 8+ (factoring in the -2 Die Modifier for a snap attack).  The
  covering character may make an aimed attack, however, and a
  Laser Rifle vs. Battledress at Short Range results in a wound
  on a roll of 12+.  The programmed character is therefore making
  CONTACT-A at Advantage.
  When determining whether a programmed character
  has Advantage or Disadvantage, is Flanking or Contacting,
  use the most dangerous enemy character as a guide.  For
  example, if a programmed character could round a corner, and
  in doing so would find itself within 16 squares of an enemy
  covering with a snapshot, and an enemy covering with aimed
  fire, it would use the most dangerous figure, the enemy
  covering with aimed fire, as a guide.
  D. Domination: The final major concept is
  DOMINATION.  A programmed character has DOMINATION
  if when it CONTACTS or FLANKS an enemy character that
  enemy character has no chance of wounding it.  This is
  entirely possible for programmed characters wearing Battle
  Dress.
  E. Azhanti High Lightning:  These rules can be used
  with Azhanti High Lightning.  But instead of determining
  Advantage and Domination by the “to hit” rule, determine it
  by the wound roll.  That is, if a weapon has no chance of
  penetrating the programmed character’s armor, the
  programmed character is considered to Dominate.
  3. Programming Tactics: 
   There are three basic programmed Tactics:  Evasive,
  -46-
  Neutral and Aggressive.
  A. Evasive Tactics:
  1. Contact:  It only move into Contact-AB if
  it has Domination.  It will sneak into Contact-A if is
  has Advantage.  It will move into Contact-S if it has
  Advantage.
  2. Flank:  It will move into Flank if it has
  Advantage or Domination and sneak into Flank if it
  doesn’t have Advantage or Domination.
  3.  Movement: It will move normally unless
  an enemy figure can reach it and fire on it before its
  next activation, in which case it will sneak.
  B. Neutral Tactics:
  1. Contact:  It will only move into Contact-
  AB if it has Domination or sneak into Contact-AB if it
  has Advantage. It will move into Contact-A if it has
  Domination or Advantage, and sneak into Contact-A
  if it doesn’t have Advantage but its enemy doesn’t
  have Domination.  It will move into Contact-S if its
  enemy doesn’t have Domination.
  2. Flank:  It will move into Flank if has
  Advantage or Domination, and sneak into Flank if it
  doesn’t have Advantage but its enemy doesn’t have
  Domination.
  3.  Movement: It will move normally.
  C. Aggressive Tactics:
  1. Contact:  It will move into Contact-AB if it
  has Advantage or sneak into Contact-AB if it doesn’t
  have Advantage but its enemy doesn’t have
  Domination.   It will always move into Contact-A or
  Contact-S so long as its enemy doesn’t have
  Domination.
  2. Flank:  It will always move into Flank.
  3. Movement: It will run/rush unless an
  enemy figure can reach it and fire on it before its next
  activation, in which case it will move normally.
  
  -47-
  4. Paths: 
  Enemy programmed characters will move along paths
  are defined by upper- or lower- case letters (A-Z, a-z). Friendly
  programmed characters will move along paths that are defined
  by roman or arabic numerals (I-X, 1-10).   In programmed
  adventures, the path can be defined by adventure paragraphs.
  When a programmed character reaches a point in its
  path where the designation changes from  upper-case to
  lower-case (A to a) or roman numerals to arabic numerals (X to
  10), reduce that programmed character’s tactics by one level
  (from neutral to evasive, for example).  When a programmed
  character reaches a point in its path where the designation
  changes from lower-case to upper-case (a to A) or arabic
  numerals to roman numerals (10 to X), raise that programmed
  character’s tactics by one (neutral to aggressive, for example).
  If a character is blocking an friendly character of a
  higher tactical rating (an evasive character blocking an
  aggressive character, for example), the blocking character’s
  tactical rating will go up by one (the blocking character would
  first become neutral, and then, if still blocking the aggressive
  character after its activation, the blocking character will
  become aggressive).
  A.  Targets of Opportunity: Regardless of where a
  character is on its path, or what the character’s Tactics are, it
  will always attempt to destroy Targets of Opportunity
  (abbreviated TO).  Any time it can do so, it will attempt to
  wound an enemy figure.  If there are multiple targets of
  opportunity it will attack whichever TO against which it is
  most likely to score a woundl (the easiest target).  Otherwise, it
  will attack the most dangerous TO (defined as the one most
  likely to score a wound on it).
  1.  Evasive Characters will only attack TO’s if they
  don’t have to change their facing or leave their paths
  to do so.
  -48-
  2.  Neutral Characters will only attack TO’s if they
  don’t have to leave their paths to do so (though they
  will change their facings).
  3.  Aggressive Characters will only attack TO’s if
  they can do so during their current activation,
  regardless of whether or not they must leave their
  path to do so.  They will return to their path by the
  shortest possible route after killing the TO.
  For example, an Aggressive programmed animal
  armed with a Thrasher has 6 Action Points and faces a “T” in a
  corridor.  It can turn right, along its programmed path, and
  move five squares (1 Action Point to turn, 5 to move) or, it
  could turn left, deviating from its programmed path, to attack
  an enemy character.  Since the enemy character is 3 squares
  away, the animal could reach short range to it by expending 2
  Action Points (1 Action Point to turn, 1 Action Point to move
  1 Square, leaving 1 square between it and the target).  It would
  then have 4 Action Points left to fire.  The enemy character
  therefore qualifies as a Target of Opportunity, since the animal
  could reach and attack it in the current activation.  The enemy
  character is Covering-A, so checking the Aggressive tactics,
  the animal will make contact with Covering-A so long as the
  enemy doesn’t have Domination.  In other words, so long as
  the animal can actually hurt the enemy character with a snap-
  attack, it will deviate from its path and attack the enemy
  character.  Even though the enemy character is wearing Battle
  Dress, the animal’s powerful Thrasher can still wound it on a
  9+ (7+ at Short range with a DM of -2 for the Snap Attack). 
  The animal deviates from  its path and rushes the enemy
  Target of Opportunity.
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Third Party Materials - CT/Misc Adventures/Traveller - Solo Adventure 1 - Scout's Honor.pdf