TEXT: -  -
  TRAVELLER
  Traveller: The New Era
  Guilded Lilly 2
  Belly of the Beast
  
  Belly of the Beast: Part 2 of the Virus Redux Trilogy
  TRAVELLER - SCIENCE FICTION ADVENTURE IN THE FAR FUTURE
  Based on the award-winning Traveller game system and universe by Marc Miller
  About Avenger Enterprises
  Avenger Enterprises is the private venture of Martin J Dougherty. Avenger adventures and supplements are compatible
  with Classic Traveller and TNE (Traveller: The New Era), and are published under license through ComStar Games.
  Contact Avenger
  Avenger Enterprises can be contacted by email at: mjd@avengerenterprises.co.uk
  Visit Avenger Enterprises Website and the “Travellers Aid Society” Forums at: www.avengerenterprises.co.uk
  CREDITS
  Written by
  RCES Reconnaissance Team Alpha
  Matt Ashley
  Daniel Hammersley
  Richard Perks
  Illustrations and Maps by
  Head of RCES Interstellar Cartography Section 5-B
  Shane Mclean
  RCES Design Team 12-C
  Chuck Shaw
  Bryan Wallbridge
  Editing, Layout and Design by
  RCES Records Dept
  Grahame Mulliss
  Michael Taylor 
  Copyright ©2007 Avenger Enterprises in association with Comstar Media LLC. All rights reserved.
  Traveller is a trademark of Far Future Enterprises and is used under license.
  2 3 4 5 6 7 8 9 10
  
  -2-
  CHAPTER 1: INTRODUCTION
  ABOUT THIS PRODUCT
  Belly of the Beast is the Second Part of the Virus Redux
  Epic Adventure originally produced by GDW with Part 1 –
  The Guilded Lilly. This adventure is designed for Traveller,
  The New Era rules. A summary of the “Guilded Lilly”
  adventure is presented in the “Players Introduction” to allow
  use of this adventure, even if Part 1 has not been played. 
  The Adventure will continue in Part 3 – Into The Darkness.
  This product is compatible with the New Era Timeline and
  the future history of the Traveller Universe as detailed in the
  1248 New Era Traveller Sourcebooks “Out of the Darkness
  and Bearers of the Flame” produced by Avenger
  Enterprises.
  The adventure is designed for a team of 4 to 8 player
  characters.
  PLAYERS INTRODUCTION
  In Part 1 of the trilogy “The Guilded Lilly”, the Reformation
  Coalition 
  Exploration 
  Service 
  sent 
  a 
  preliminary
  reconnaissance mission to Berens in Madoc Subsector.
  Berens possessed a C class starport, and the RCES team
  were to “met and greet” the locals and establish a presence,
  that the RC would later expand into a full embassy.
  Whilst the team members were meeting and greeting the
  locals, they discovered a Mercantile Guild crew lead by
  Captain Arturo Nohovig was already on planet, and Arturo’s
  local crony “Siscoe Nickrent” attempted to discredit the team
  and the RC with guild inspired stories of Smash and Grab
  raid atrocities.
  The team also gained friends including Jo Donskoi, the
  owner and chief mechanic at the starport, and Shrier
  Magemeneas a former Free Trader.
  Captain Auturo was on planet, advertising a brand new
  type A2 Far Trader for sale. Apparently the Guild was
  offering new starships for sale to existing Free Traders in
  return for their old ship and easy credit terms. A sales tour
  by the team confirmed that the ship was as it appeared,
  brand new and of Guild manufacture.
  However, the war of words between the team and their
  friends and Captain Auturo escalated, and the Captain and
  his men assaulted Shrier in an alleyway. The team members
  came to the rescue and drove off Auturo.
  An open assault was unheard of in Berens and a town
  meeting was held to identify the guilty party, but the town
  meeting was broken up by gunfire. Auturo and his crew had
  armed themselves from weapons in their ship and were
  trying to gain control of the township and hence the planet.
  Fortunately a combined effort by the team members and
  some Free Trader crews in port thwarted Captain Auturo’s
  plan, and he and his crew were defeated. However as the
  team were celebrating, Jo Donskoi approached the team
  with disturbing news. She had run a diagnostics check on
  Auturo’s ship “The Guilded Lilly”. The check came back
  perfect, textbook perfect. This aroused Jo’s suspicions and
  she ran a viral check and discovered the Lilly was really a
  Vampire Ship.
  Fortunately Jo’s garage included a nuclear damper, which
  had disabled the “Lilly’s” fusion power plant. When the
  RCES team boarded the vampire, they discovered that Lilly
  was still alive, and after a running battle with Lilly’s internal
  defenses, they captured the ship.
  Interrogation of the captured vampire revealed one thing
  before Lilly burnt out her memory core: “Ebekhar” - the
  location where the Lilly was built. Whilst Free Trader crews
  carry the news back to the RC, the RCES team embark on
  a mission to destroy a vampire shipyard before the Diaspora
  Sector is overwhelmed with disguised vampire ships.
  REFEREES SUMMARY
  In Part 1 of the Virus Redux Epic, the team members were
  dispatched by the RECS to open relations with the important
  independent world of Berens at the edge of the Madoc
  Subsector in the Diaspora Sector. Berens holds a vital
  resource in the RCES’ expansion plans, a working Class C
  starport.
  Whilst on Berens, the RCES team encountered a guild
  captain, offering Free Trader captains the chance to buy
  new Type A2 Jayhawk Far Traders. However, the new ship
  was a disguised vampire. After a violent confrontation, the
  team members with the aid of several townspeople repulsed
  a coup attempt by the Guild and disabled the vampire
  starship. Interrogation revealed only a single word
  “Ebekhar”.
  The RCES team should make haste into the wilds and the
  unexplored world of Ebekhar to deal with this new vampire
  threat.
  However upon arrival at Ebekhar, the team will discover
  an open friendly human society, with similar values to the
  Reformation Coalition, and are attempting to restart
  interstellar trade. Ebekhar has built a small underground
  shipyard and is slowly producing new Far Traders for export.
  The proud locals will happy show the team their shipyard,
  but deny that the Guilded Lilly was a vampire when it left the
  Ebekhar system.
  Close investigation into the shipyard will reveal that
  everything is not as it appears, and that the shipyards are a
  fake. A hidden vampire nest lead by a puppeteer strain virus
  known as Lillian, located on the moon “Hope” is providing
  technical support to the minority, repressive government of
  Ebekhar in return for the Ebekharians acting as a front to its
  
  -3-
  operation.
  The RCES team can journey to Hope after battling off the
  vampire’s space forces. On Hope the team members will
  discover a vast Imperial Era low berth medical foundation
  populated by a small vampire nest, and numerous tribes of
  regressed low berth internees. The RCES team will rally the
  clans, with displays of martial prowess and shrewd
  negotiation. A final massed assault by the RCES led clans
  will storm Lillian’s ultimate bastion, only to find that Lillian
  was only a subordinate to the controlling virus. There was no
  sign of the real shipyard.
  The team’s further efforts to find the virus controlled
  shipyard and end the insidious vampire threat to the
  remaining interstellar civilization in the Diaspora Sector are
  detailed in Part 3: Into The Darkness.
  
  -4-
  CHAPTER 2: THE CHASE
  CURRENT STATUS
  The RCES team are currently at Berens in the Madoc
  Subsector. Berens is a world with a tiny population (less
  than 100) but boast a Class C starport, one of the few
  remaining in the Sector.
  They are about to embark on a desperate mission into the
  unexplored wilds, far from the RC and its defined Area of
  Operations. Fortunately the team members have a capable
  ship to hand, the “Riggins Victrix” a fast, versatile TL12 ship
  with recovered Jump-4 drives. Details of the Victrix class of
  ships can be found in “The Guilded Lilly”, “The Reformation
  Coalition Equipment Guide” or Appendix One.
  In addition Shrier Magemeneas (details below), has
  signed on with the team and can offer his twenty years
  experience as a Free Trader in the region to aid the RCES
  team.
  Shrier Magemenas
  Starport Mechanic
  Veteran NPC (5 terms)
  Shrier is 48 years old and is still fit from constant physical
  labor. He was formerly an assistant engineer on a starship,
  but recently took a job at Jo’s garage. He won’t talk much
  about his time as a Free Trader, except that he “got around
  a lot.” If pressed, he will say that he’s been through most of
  Diaspora sector to spinward and coreward of Berens. Shrier
  is a good judge of character and can think a situation
  through calmly and carefully to come up with the correct
  course of action. Shrier can definitely take care of himself in
  most situations and never lets the threat of danger deter him
  from what he thinks needs to be done.
  Classic Traveller:
  UPP: 887AA7
  Skills: Brawling 3, Auto Pistol 3; Bluff 3, Mechanic 3,
  Engineer 3, Computer 2, Forgery 2, Electronics 1,
  Streetwise 1.
  TNE:
  Combat Assets: Unarmed Martial Arts, Slug Pistol.
  Other Assets: Streetwise 9, Mechanic 12, Ship’s
  Engineer 12, Electronics 9, Observation 9, Intrusion 12, 
  Act/Bluff 14.
  The RCES team need to take their vessel to Ebekhar and
  investigate the information from the Guilded Lilly as to the
  source of the new vampires.
  Unfortunately the team members only have seventy-year-
  old maps and Shrier's memories to guide them.
  The following pages detail the 1119 survey information for
  the worlds between Berens and Ebekhar:
  PLANNING THE ROUTE
  The RCES team have a set of 1119 survey information
  and a few old memories to allow them to plan their route to
  Ebekhar.
  SHRIER’S MEMORIES
  Shrier can provide some general information about the
  worlds between Berens and Ebekhar.
  • St Denis and Iqorr both have bad reputations, with
  stories of missing ships and are generally avoided.
  • Waverly has not been visited for 70 years to Shrier’s
  knowledge, there are no places to refuel a starship, no
  gas giants, ice asteroids or oceans
  • Burien’s middle gas giant is a reasonably safe place to
  refuel, but the ruins in the system are heavily infected
  with Virus eggs.
  • Semaachi is controlled by a TED, but Shrier knows a
  small out of the way village frequented by Free Traders
  where the RCES team can replenish supplies and pick
  up a few rumors 
  From this data, it is up to the team to choose their route to
  Ebekhar and their confrontation with the Virus.
  
  -5-
  1119 SURVEY INFORMATION
  World
  Hex
  UWP
  Bases
  Trade Code
  TPPG
  AL
  Star
  Iusea Subsector
  Nani
  1229D657414-9
  Ni Lo
  512LI
  G1 V M6 D
  Helena
  1230D532420-A
  Ni Po
  703LI
  F4 V M9 D
  Hammett
  1328D200512-C
  Ni Va
  224LI
  M4 V M4 D
  Iqorr
  1426B435488-F
  Ni
  612LI
  M0 V
  Kennebunk
  1530C69469D-9
  Ni Ag
  A801LI
  G2 V M6 D
  Ebekhar
  1628C989642-A
  Ni Ri
  802LI
  F1 V
  St Denis
  1630C1109CB-F
  Hi In Na
  902LI
  A3 III
  The Blight Subsector
  Iiselu
  1826B557563-C
  Ni Ag O:1628
  802LI
  M1 V
  Shumisdi Subsector
  Musiiba
  1233D344201-C
  Ni Lo
  924LI
  M3 V
  Snoqualmie
  1236B786500-D
  Ni
  400LI
  M0 V
  Chicago
  1331D371403-B
  Ni C:3
  A504LI
  M3 V M7 D
  Duwamish
  1336C466744-B
  Ag Ri
  225LI
  K5 III
  Ica
  1338D000200-E
  Ni As Lo
  824LI
  M0 V M1 D
  Nape
  1339E000695-6
  Ni Na As
  524LI
  M2 V M4 D
  Dawns
  1340B656745-5
  Ag
  202LI
  F3 V M8 D
  Semaachi
  1433C2547B8-9
  Ag
  503LI
  G0 V
  Burien
  1435C201566-E
  Ni Va Lo Ic
  303LI
  A9 V K8 D
  Garaag
  1438D380686-5
  Ni De Ri
  312LI
  F4 V
  Obidos
  1440C000754-A
  As Na
  822LI
  G9 IV M7 V
  Prosser
  1536EA887BB-7
  Ag
  910LI
  K2 V
  Prestwick
  1639C76A558-8
  Ni Wa
  502LI
  F5 V
  Biremeruun
  1640C9867BB-5
  Ag
  610LI
  M5 V
  Madoc Subsector
  Waverly
  1733BAA7203-E
  N
  Ni Lo Fl
  800LI
  G4 V
  Manna
  1737C8D5359-C
  Ni Lo Fl
  812LI
  M5 V
  Galuuda
  1739E79A883-5
  Wa
  402LI
  K4 V M3 D
  Berens
  1740A846143-A
  Ni Lo
  911LI
  G1 V M3 D
  C846136-8
  Ni Lo
  411Wi
  Dinklewater
  1838B98A213-B
  Ni Wa Lo
  514LI
  F5 V M8 D
  Kinos
  1840E55887A-8
  723LI
  K5 V
  Ruffian
  1933C44858B-D
  Ni Ag
  314LI
  M1 V
  Bellin
  1934C996786-A
  Ag
  802LI
  K0 V
  Tygger
  1938D768321-9
  Ni Lo
  103LI
  M9 V
  Hewlett
  2031A110748-F
  Na
  603LI
  G2 V
  Seben
  2037C694896-A
  A103LI
  F4 V M8 D
  Epic
  2040E434745-4
  912LI
  G6 V
  Geonia
  2134D53A110-C
  S
  Ni Wa Lo
  902LI
  M4 V
  Tavara
  2136A67A338-F
  Ni Wa Lo
  412LI
  K0 II
  
  -6-
  PRIMUS
  over one billion
  CHARACTERISTICS
  WORLD
  No Water Present
  border
  Quintus
  Secundus
  TRAVEL ZONES
  POPULATION
  Amber Zone
  Red Zone
  BASES
  Asteroid Belt
  Water Present
  No Gas Giant
  Travel Zone
  Code (Red)
  MAP LEGEND
  Starport Type
  Gas Giant
  Bases
  World
  Name
  World
  Type
  X-Boat
  Route
  Tertius
  A
  under one billion
  World names in red
  are subsector capitals
  X
  Imperial Naval Base
  Imperial Scout Base
  IISS Waystation
  Prison Camp
  P
  Kushga
  Ebasha
  Naknek
  D
  Palastrup
  A
  Poldepi
  E
  Gegaasha
  C
  Shoehorn
  B
  Wellun
  B
  Pequot
  A
  Ledge
  B
  Nani
  D
  Helena
  D
  Birii
  D
  Chimborazo
  C
  Iusea
  A
  Hammett
  D
  Rocha
  X
  Iqorr
  B
  St. James
  C
  Cheetah
  B
  Bezan
  A
  Martinique
  E
  Kennebunk
  C
  Nilaa
  B
  Wellfleet
  C
  Whereitsat
  C
  Ebekhar
  C
  St. Denis
  C
  0921
  0922
  0923
  0924
  0925
  0926
  0927
  0928
  0929
  0930
  1021
  1022
  1023
  1024
  1025
  1026
  1027
  1028
  1029
  1030
  1121
  1122
  1123
  1124
  1125
  1126
  1127
  1128
  1129
  1130
  1221
  1222
  1223
  1224
  1225
  1226
  1227
  1228
  1229
  1230
  1321
  1322
  1323
  1324
  1325
  1326
  1327
  1328
  1329
  1330
  1421
  1422
  1423
  1424
  1425
  1426
  1427
  1428
  1429
  1430
  1521
  1522
  1523
  1524
  1525
  1526
  1527
  1528
  1529
  1530
  1621
  1622
  1623
  1624
  1625
  1626
  1627
  1628
  1629
  1630
  Alurza
  Promise
  Mogumba
  X
  Iselu
  B
  Pugout
  E
  Jump
  B
  Torngat
  E
  Overature
  B
  Moncton
  D
  Fuji
  C
  Akko
  C
  Eberly
  A
  Maaduura
  E
  Tarsale
  B
  Heart
  A
  Mason
  C
  One Star
  D
  Sivo
  c
  Veejay
  B
  Wescap
  D
  Ayden
  C
  Thicket
  D
  Elusivie
  C
  Daariida
  D
  Aaneru
  C
  1721
  1722
  1723
  1724
  1725
  1726
  1727
  1728
  1729
  1730
  1821
  1822
  1823
  1824
  1825
  1826
  1827
  1828
  1829
  1830
  1921
  1922
  1923
  1924
  1925
  1926
  1927
  1928
  1929
  1930
  2021
  2022
  2023
  2024
  2025
  2026
  2027
  2028
  2029
  2030
  2121
  2122
  2123
  2124
  2125
  2126
  2127
  2128
  2129
  2130
  2221
  2222
  2223
  2224
  2225
  2226
  2227
  2228
  2229
  2230
  2321
  2322
  2323
  2324
  2325
  2326
  2327
  2328
  2329
  2330
  2421
  2422
  2423
  2424
  2425
  2426
  2427
  2428
  2429
  2430
  Khulam
  Waverly
  B
  Manna
  C
  Galuuda
  E
  Berens
  A
  Dinklewater
  B
  Kinos
  E
  Ruffian
  C
  Belin
  C
  Tygger
  D
  Hewlett
  A
  Seben
  C
  Epic
  E
  Geonia
  D
  Tavara
  A
  Pekhuraa
  A
  Saagii
  B
  Kiiki
  C
  Saratov
  D
  Kelvin
  B
  Lexol
  B
  Forgotten
  E
  Bernens
  E
  1731
  1732
  1733
  1734
  1735
  1736
  1737
  1738
  1739
  1740
  1831
  1832
  1833
  1834
  1835
  1836
  1837
  1838
  1839
  1840
  1931
  1932
  1933
  1934
  1935
  1936
  1937
  1938
  1939
  1940
  2031
  2032
  2033
  2034
  2035
  2036
  2037
  2038
  2039
  2040
  2131
  2132
  2133
  2134
  2135
  2136
  2137
  2138
  2139
  2140
  2231
  2232
  2233
  2234
  2235
  2236
  2237
  2238
  2239
  2240
  2331
  2332
  2333
  2334
  2335
  2336
  2337
  2338
  2339
  2340
  2431
  2432
  2433
  2434
  2435
  2436
  2437
  2438
  2439
  2440
  Hijiri
  Frock
  D
  Nappa
  D
  Woken
  C
  Dikon
  E
  Yatustuhexna
  B
  Gus
  D
  Cole
  A
  Frey
  B
  Alki
  B
  Usheriima
  D
  Adryanne
  D
  Musiiba
  D
  B
  Chicago
  D
  C
  Ica
  D
  Nape
  E
  Dawns
  B
  Semaachi
  C
  Burien
  C
  Garaag
  D
  Obiods
  C
  P
  Prosser
  E
  P
  Prestwick
  C
  Biremeruun
  C
  0931
  0932
  0933
  0934
  0935
  0936
  0937
  0938
  0939
  0940
  1031
  1032
  1033
  1034
  1035
  1036
  1037
  1038
  1039
  1040
  1131
  1132
  1133
  1134
  1135
  1136
  1137
  1138
  1139
  1140
  1231
  1232
  1233
  1234
  1235
  1236
  1237
  1238
  1239
  1240
  1331
  1332
  1333
  1334
  1335
  1336
  1337
  1338
  1339
  1340
  1431
  1432
  1433
  1434
  1435
  1436
  1437
  1438
  1439
  1440
  1531
  1532
  1533
  1534
  1535
  1536
  1537
  1538
  1539
  1540
  1631
  1632
  1633
  1634
  1635
  1636
  1637
  1638
  1639
  1640
  Solomani Rim - Concord
  Solomani Rim - Harlequin
  Reformation Coalition
  Exploratory Service
  Intelligence Chart
  Diaspora Sector (part) - 1119 data
  Rev O 12/VIII/1200
  7
  10
  7
  10
  Last Known
  Population
  Last Known
  Population
  J - Iusea
  K - The Blight
  N - Shumisdi
  O - Madoc
  SUBSECTORS
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  O
  P
  D
  3
  14
  10
  11
  8
  15
  0            14
  5
  14
  0
  4
  4
  11
  8
  15
  7
  13
  5
  15
  1
  15
  6
  13
  3
  9
  9
  15
  4
  15
  7
  10
  7
  15
  8            15
  5            12
  6
  10
  1
  11
  4
  9
  6
  9
  9
  15
  4
  11
  4
  10
  5
  14
  9
  12
  7
  9
  9
  14
  2
  12
  7             9
  4
  11
  7
  9
  5
  10
  2
  15
  8
  14
  7            11
  5
  14
  5
  13
  3
  11
  2
  14
  6
  5
  7
  7
  5
  8
  7
  5
  5
  7
  6
  7
  7
  5
  7
  10
  6
  6
  4
  5
  3            10
  3
  15
  8
  8
  3
  15
  4
  14
  1
  13
  4
  8
  5
  15
  8
  13
  9
  10
  1
  15
  5
  10
  5
  12
  5
  9
  6
  12
  3
  14
  5
  9
  1
  14
  7
  12
  7
  14
  4
  11
  8
  11
  7
  15
  7
  14
  6
  11
  6
  15
  1
  12
  5
  13
  2
  14
  7
  10
  3
  15
  2
  15
  3
  12
  8
  5
  2
  11
  3
  9
  8
  10
  3
  9
  8
  5
  9
  9
  1
  10
  8
  8
  7
  4
  8
  5
  Fisher
  Shelagyofe
  Remington
  Layne
  Emeluura
  Snoquaimie
  Duwamish
  Duwamish League (circa 1125)
  
  -7-
  REFEREES INFORMATION
  Actually things have changed considerably on these world
  since the 1119 survey, a decade of war, black war raids,
  economic hard times and the gradual breakdown of
  interstellar civilization, together with the Virus induced
  collapse.
  World
  Hex
  UWP
  Bases
  Trade Code
  TPPG
  AL
  Star
  Iusea Subsector
  Nani
  1229D657414-9
  Ni Lo
  512LI
  G1 V M6 D
  X657436-3
  Ni Lo
  212Wi
  Helena
  1230D532420-A
  Ni Po
  703LI
  F4 V M9 D
  X532000-0
  Ba
  3---
  Hammett
  1328D200512-C
  Ni Va
  224LI
  M4 V M4 D
  X200000-0
  Ba
  24---
  Iqorr
  1426B435488-F
  Ni
  612LI
  M0 V
  X435000-0
  Ba
  12---
  Kennebunk
  1530C69469D-9
  Ni Ag
  A801LI
  G2 V M6 D
  E6946Q3-4
  Ni Ag
  B901Wi
  Ebekhar
  1628C989642-A
  Ni Ri
  802LI
  F1 V
  D989789-7
  802Wi
  St Denis
  1630C1109CB-F
  Hi In Na
  902LI
  A3 III
  X110000-0
  Ba
  2---
  The Blight Subsector
  Iiselu
  1826B557563-C
  Ni Ag O:1628
  802LI
  M1 V
  B55756D-2
  Ni Ag
  B302Wi
  Shumisdi Subsector
  Musiiba
  1233D344201-C
  Ni Lo
  924LI
  M3 V
  X344235-5
  Ni Lo
  324Wi
  Snoqualmie
  1236B786500-D
  Ni
  400LI
  M0 V
  X78556C-3
  Ni
  B300Wi
  Chicago
  1331D371403-B
  Ni Lo C:3
  A504LI
  M3 V M7 D
  X371445-3
  Ni Lo C:2
  Wi
  Duwamish
  1336C466744-B
  Ag Ri
  225LI
  K5 III
  X46677C-4
  Ag
  B225Wi
  Ica
  1338D000200-E
  Ni As Lo
  824LI
  M0 V M1 D
  X000000-0
  Ba As
  24---
  Nape
  1339E000695-6
  Ni Na As
  524LI
  M2 V M4 D
  X000000-0
  Ba As
  24---
  Dawns
  1340B656745-5
  Ag
  202LI
  F3 V M8 D
  D6568A6-3
  Ag
  202Wi
  Semaachi
  1433C2547B8-9
  Ag
  503LI
  G0 V
  X254768-3
  Ag
  B403Wi
  Burien
  1435C201566-E
  Ni Va Lo Ic
  303LI
  A9 V K8 D
  X201000-0
  Ba Ic
  3---
  Garaag
  1438D380686-5
  Ni De Ri
  312LI
  F4 V
  E380689-3
  Ni De
  B212Wi
  Obidos
  1440C000754-A
  As Na
  822LI
  G9 IV M7 V
  X000000-0
  Ba As
  22---
  Prosser
  1536EA887BB-7
  Ag
  910LI
  K2 V
  XA88866-4
  B210Wi
  Prestwick
  1639C76A558-8
  Ni Wa
  502LI
  F5 V
  D76A557-7
  Ni Wa
  202Wi
  Biremeruun
  1640C9867BB-5
  Ag
  610LI
  M5 V
  D986733-3
  Ag
  B510Wi
  
  -8-
  World
  Hex
  UWP
  Bases
  Trade Code
  TPPG
  AL
  Star
  Madoc Subsector
  Waverly
  1733BAA7203-E
  N
  Ni Lo Fl
  800LI
  G4 V
  XAA7000-0
  Ba Fl
  0---
  Manna
  1737C8D5359-C
  Ni Lo Fl
  812LI
  M5 V
  X8D5051-6
  Ni Lo Fl
  512---
  Galuuda
  1739E79A883-5
  Wa
  402LI
  K4 V M3 D
  X79A669-3
  Ni Wa
  B902Wi
  Berens
  1740A846143-A
  Ni Lo
  911LI
  G1 V M3 D
  C846136-8
  Ni Lo
  411Wi
  Dinklewater
  1838B98A213-B
  Ni Wa Lo
  514LI
  F5 V M8 D
  X98A225-5
  Ni Wa Lo
  114Wi
  Kinos
  1840E55887A-8
  723LI
  K5 V
  X5588AB-5
  823Wi
  Ruffian
  1933C44858B-D
  Ni Ag
  314LI
  M1 V
  X448487-4
  Ni Lo
  B314Wi
  Bellin
  1934C996786-A
  Ag
  802LI
  K0 V
  E996765-8
  Ag
  B902Wi
  Tygger
  1938D768321-9
  Ni Lo
  103LI
  M9 V
  E768221-7
  Ni Lo
  503Wi
  Hewlett
  2031A110748-F
  Na
  603LI
  G2 V
  X110000-0
  Ba
  3---
  Seben
  2037C694896-A
  A103LI
  F4 V M8 D
  D694869-6
  103Wi
  Epic
  2040E434745-4
  912LI
  G6 V
  X434000-0
  Ba
  12---
  Geonia
  2134D53A110-C
  S
  Ni Wa Lo
  902LI
  M4 V
  X53A000-0
  Ba Wa
  2---
  Tavara
  2136A67A338-F
  Ni Wa Lo
  412LI
  K0 II
  X67A344-6
  Ni Wa Lo
  112Wi
  
  -9-
  Kushga
  Ebasha
  Naknek
  X
  Un
  Palastrup
  X
  Un
  Poldepi
  X
  Wi
  Gegaasha
  D
  Na
  Shoehorn
  X
  Un
  Wellun
  X
  Wi
  Pequot
  X
  Wi
  Ledge
  C
  Wi
  Nani
  X
  Wi
  Helena
  X
  Un
  Birii
  X
  Un
  Chimborazo
  X
  Un
  Iusea
  X
  Wi
  Hammett
  X
  Un
  Rocha
  X
  Un
  Iqorr
  X
  Un
  St. James
  X
  Wi
  Cheetah
  X
  Un
  Bezan
  X
  Wi
  Martinique
  X
  Wi
  Kennebunk
  E
  Wi
  Nilaa
  X
  Wi
  Wellfleet
  X
  Un
  Whereitsat
  X
  Un
  Ebekhar
  D
  Wi
  St. Denis
  X
  Un
  0921
  0922
  0923
  0924
  0925
  0926
  0927
  0928
  0929
  0930
  1021
  1022
  1023
  1024
  1025
  1026
  1027
  1028
  1029
  1030
  1121
  1122
  1123
  1124
  1125
  1126
  1127
  1128
  1129
  1130
  1221
  1222
  1223
  1224
  1225
  1226
  1227
  1228
  1229
  1230
  1321
  1322
  1323
  1324
  1325
  1326
  1327
  1328
  1329
  1330
  1421
  1422
  1423
  1424
  1425
  1426
  1427
  1428
  1429
  1430
  1521
  1522
  1523
  1524
  1525
  1526
  1527
  1528
  1529
  1530
  1621
  1622
  1623
  1624
  1625
  1626
  1627
  1628
  1629
  1630
  Alurza
  Promise
  Mogumba
  X
  Wi
  Iselu
  B
  Wi
  Pugout
  X
  Un
  Jump
  B
  Wi
  Torngat
  X
  Wi
  Overature
  X
  Un
  Moncton
  X
  Un
  Fuji
  E
  Wi
  Akko
  X
  Un
  Eberly
  X
  Wi
  Maaduura
  X
  Wi
  Tarsale
  X
  Un
  Heart
  X
  Wi
  Mason
  X
  Wi
  One Star
  X
  Wi
  Sivo
  X
  Wi
  Veejay
  X
  Un
  Wescap
  E
  Wi
  Ayden
  X
  Un
  Thicket
  X
  Wi
  Elusivie
  X
  Un
  Daariida
  X
  Wi
  Aaneru
  X
  Wi
  1721
  1722
  1723
  1724
  1725
  1726
  1727
  1728
  1729
  1730
  1821
  1822
  1823
  1824
  1825
  1826
  1827
  1828
  1829
  1830
  1921
  1922
  1923
  1924
  1925
  1926
  1927
  1928
  1929
  1930
  2021
  2022
  2023
  2024
  2025
  2026
  2027
  2028
  2029
  2030
  2121
  2122
  2123
  2124
  2125
  2126
  2127
  2128
  2129
  2130
  2221
  2222
  2223
  2224
  2225
  2226
  2227
  2228
  2229
  2230
  2321
  2322
  2323
  2324
  2325
  2326
  2327
  2328
  2329
  2330
  2421
  2422
  2423
  2424
  2425
  2426
  2427
  2428
  2429
  2430
  Khulam
  Waverly
  X
  Un
  Manna
  X
  Un
  Galuuda
  X
  Wi
  Berens
  C
  Wi
  Dinklewater
  X
  Wi
  Kinos
  X
  Wi
  Ruffian
  X
  Wi
  Belin
  E
  Wi
  Tygger
  E
  Wi
  Hewlett
  X
  Un
  Seben
  D
  Wi
  Epic
  X
  Un
  Geonia
  X
  Un
  Tavara
  X
  Wi
  Pekhuraa
  D
  Wi
  Saagii
  X
  Wi
  Kiiki
  X
  Un
  Saratov
  X
  Wi
  Kelvin
  X
  Wi
  Lexol
  X
  Un
  Forgotten
  X
  Un
  Bernens
  X
  Wi
  1731
  1732
  1733
  1734
  1735
  1736
  1737
  1738
  1739
  1740
  1831
  1832
  1833
  1834
  1835
  1836
  1837
  1838
  1839
  1840
  1931
  1932
  1933
  1934
  1935
  1936
  1937
  1938
  1939
  1940
  2031
  2032
  2033
  2034
  2035
  2036
  2037
  2038
  2039
  2040
  2131
  2132
  2133
  2134
  2135
  2136
  2137
  2138
  2139
  2140
  2231
  2232
  2233
  2234
  2235
  2236
  2237
  2238
  2239
  2240
  2331
  2332
  2333
  2334
  2335
  2336
  2337
  2338
  2339
  2340
  2431
  2432
  2433
  2434
  2435
  2436
  2437
  2438
  2439
  2440
  Hijiri
  Frock
  X
  Un
  Nappa
  X
  Wi
  Woken
  E
  Wi
  Dikon
  X
  Un
  Yatustuhexna
  X
  Dr
  Gus
  X
  Wi
  Cole
  X
  Un
  Frey
  X
  Un
  Alki
  X
  Un
  Usheriima
  X
  Un
  Adryanne
  X
  Un
  Musiiba
  X
  Wi
  Snoquaimie
  X
  Wi
  Chicago
  X
  Wi
  Duwamish
  X
  Wi
  Ica
  X
  Un
  Nape
  X
  Un
  Dawns
  D
  Wi
  Semaachi
  X
  Wi
  Burien
  X
  Un
  Garaag
  E
  Wi
  Obiods
  X
  Un
  P
  Prosser
  X
  Wi
  P
  Prestwick
  D
  Na
  Biremeruun
  D
  Wi
  0931
  0932
  0933
  0934
  0935
  0936
  0937
  0938
  0939
  0940
  1031
  1032
  1033
  1034
  1035
  1036
  1037
  1038
  1039
  1040
  1131
  1132
  1133
  1134
  1135
  1136
  1137
  1138
  1139
  1140
  1231
  1232
  1233
  1234
  1235
  1236
  1237
  1238
  1239
  1240
  1331
  1332
  1333
  1334
  1335
  1336
  1337
  1338
  1339
  1340
  1431
  1432
  1433
  1434
  1435
  1436
  1437
  1438
  1439
  1440
  1531
  1532
  1533
  1534
  1535
  1536
  1537
  1538
  1539
  1540
  1631
  1632
  1633
  1634
  1635
  1636
  1637
  1638
  1639
  1640
  Solomani Rim - Concord
  Solomani Rim - Harlequin
  PRIMUS
  over one billion
  CHARACTERISTICS
  WORLD
  No Water Present
  border
  Quintus
  Secundus
  TRAVEL ZONES
  POPULATION
  Amber Zone
  Red Zone
  BASES
  Asteroid Belt
  Water Present
  No Gas Giant
  Travel Zone
  Code (Red)
  MAP LEGEND
  Starport Type
  Gas Giant
  Bases
  World
  Name
  World
  Type
  Tertius
  A
  under one billion
  World names in red
  are subsector capitals
  X
  Prison Camp
  P
  J - Iusea
  K - The Blight
  N - Shumisdi
  O - Madoc
  SUBSECTORS
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  O
  P
  Emeluura
  X
  Un
  Diaspora Sector (part)
  NE 1201
  
  -10-
  JOURNEY SUMMARY
  The Riggins Victrix and the RCES team should make all
  haste to Ebekhar to deal with the vampire threat revealed by
  the memory core of the Guilded Lilly. Captain Costello of the
  Riggins Victrix will plot a course based on Shrier
  Magemeneas’ (their guide from Berens) memories, and the
  available 1119 survey data. The Riggins Victrix should
  perform frontier refueling wherever possible to minimize the
  travel time, and reduce the potential for more infected
  starships to be produced.
  The likely route is detailed below. Captain Costello will
  refuel at the Kennebunk system to maintain a sufficient fuel
  reserve to jump out of the Ebekhar system if hostile forces
  are encountered.
  Detailed information on likely route worlds are presented
  below:
  BERENS (1740/MADOC/DIASPORA)
  --given in Guilded Lilly Pt1 
  Jump-3 to...
  MANNA (1737/MADOC/DIASPORA): 
  Pre-war:
  C-8D5359-C
  Fl Ni Lo
  812
  LI
  M5 V 
  Hard Times:
  D-8D5300-6
  Fl Ni Lo
  812
  Wi 
  Post collapse:
  X-8D5015-6
  Fl Ni Lo
  512
  Wi 
  Manna‘s small population of fifty individuals is dwelling in
  the remnants of a fission power plant (TL-6) for the
  settlement of Post Rebellion malcontents who emigrated to
  the highlands. The world is an ice world, lying in the third
  orbit from the cooling M5 V star. The nearest Gas giant lies
  at orbit eight, a SGG with two small rings, the far gas giant
  (LGG) lies at orbit 11 with seven satellites (all moons, no
  rings). The planetoid belt lies at Orbit 5. There are no
  captured planets; there are 3 empty orbits (4), (9), & (10). 
  Native life consists of several adapted terran species of
  rodentia (tundra rabbits, rats, etc) and herbivores (mountain
  goats), as well as several raptors (arctic Owl, and falcons).
  Native fauna's king of the food chain consists of a large
  furred lizard-serpent creature, the "Ice Wyrms", whose
  blood has the unusual properties consisting of an anti-
  freeze. 
  Spring-Summer times are brief, a mere five to six weeks
  long. The planet's harsh environment has caused the once
  larger population of 8000 to dwindle to 50. As the settlement
  was underground, and relies on wells and geothermal
  energy tapped by their forefathers, it is small wonder many
  are unaware of their existence.
  REFEREE’S NOTE 
  The Guild has established a small base in system, and is
  unaware of the xenophobic "Planters" settlement. 
  The Mercantile Guild maintains a covert base in the
  Manna system in the hulk of an imperial era 20ktn bulk
  transport. They have renovated the ships quarters and one
  of the holds to function as a re-supply base.  They act as a
  secure base in the journey from the Khulam Subsector to
  the major guild facilities further in Diaspora. They will
  maintain a low profile and not initiate contact or offensive
  actions, in an attempt to maintain their secrecy and viability.
  The base has a fuel purification plant, a standard 95tn
  shuttle (used for fuel gathering and passenger / cargo
  transfer). A Type S scout is usually attached to the base as
  is a small mercenary company. 
  The mercenary company consists of a small cadre of
  professional mercenary officers, with the ranks filled out with
  draftees, criminals, etc. and consequently has a low morale.
  They are equipped with 3 Solomani Blitzkrieg TL13 tracked
  tanks (with their Fusion X guns replaced with a HMG and
  quad tac. missile launchers), 4 standard imperial grav trucks
  (one equipped with a VRF gauss gun, and one with an
  80mm Mass Driver mortar). They are equipped with Vac
  suits and a variety of close range TL6 weapons (primarily
  SMGs).
  The Guild family, who has a seat at the guild council,
  operates the base. They are current engaged in activities in
  the Madoc Subsector, including Pekhuraa and Saratov. 
  The Guilders has available a Type A2 Far Trader, a
  Dragon Class SDB and Jump Shuttle, and a TL12 Para-
  military vessel. Of these only the SDB and Jump Shuttle
  may be present in the Manna system.
  The Guilders will be driven off Pekhuraa and Saratov by
  the end of the 1202, with the loss of the Far Trader and the
  Para-military vessel. Further action later in summer 1203
  resulted in the loss of the remaining vessels and
  bombardment of the base. It effectively ceased to exist as a
  guild base by June 1203.
  Jump-3 to... 
  BURIEN (1435/SHUMIDISI/DIASPORA); 
  Pre-war:
  C-201566-E
  Va Ic Ni
  303
  LI
  A9 V K0 D 
  Hard Times:
  E-201595-8
  Va Ic Ni Lo
  303
  Wi 
  Post collapse:
  X-201000-0
  Ba Va Ic
  003 
  --- 
  Burien lies captured in the 7th orbit around the companion
  K-dwarf Star (orbit 0 around the dwarf star/outer zone). Her
  nearest gas giant lies at Orbit 11 (SGG) with 5 satellites (all
  moons, no rings). Her second lies at orbit 13 (SGG) no
  
  -11-
  satellites, and the far gas giant lies at Orbit 13 (LGG) with
  five satellites (all moons, no rings). There are three empty
  orbits: (8), (5), & (9). Burien suffered damage during the war
  that destroyed much of her starport, and was a participant in
  the Doomed Trade (note TPPG data for 365-1128). Raiders
  preyed upon her, reducing her further to TL8. 
  Due to gravitational pull from the dwarf, she was not an
  easy place to land, or jump out from. Virus finished the
  balkanized population off. Most Guild ships/ Free traders
  refuel at the middle gas giant, fewer places for Vampires to
  lurk, and an easy run to the jump diameter as well. Any relics
  taken from this site will have suicider eggs in them. 
  Jump-2 to... 
  SEMAACHI (1433/SHUMIDISI/DIASPORA) 
  Pre-war:
  C-2547B8-9 
  Ag 
  503
  LI 
  G0 V 
  Hard Times:
  X-2547B8-4 
  Ag F
  503 
  Wi 
  Post collapse:
  X-254768-3 
  Ag 
  B403 
  Wi 
  Semaachi endured the Final war and Hard Times
  untouched, but isolated. This isolation caused Semaachi’s
  technology to wane to TL4 as parts became unavailable.
  Semaachi is the sole satellite of a SGG in orbit three around
  her G-class primary star. (No empty orbits, no captured
  planets). The next gas giant lies at Orbit 6 (SGG) with no
  satellites, the far gas giant lies at orbit 12 (LGG) and has two
  satellites (two tiny moons). 
  Once the machines fell apart, or were "put down" the
  various nations arose, each hoarding what they had.
  Balkanization occurred due to native beliefs that even
  telephone calls transmitted Virus. Only weapons are prized
  by the anti-technophobic countries, or deemed "safe" from
  infection, and these firearms are in the hands of each TEDs
  TL3 armies. There are 4 large "nations" ruled by fairly
  stringent TEDs (20 million sentients under these) with law
  level 8-no open display of blade weapons; and eight smaller
  ones (controlling the remaining 20 million between them). 
  Despite being classified as an Ag world by trade,
  population has declined due to disease, war, and lack of
  higher medicines. Average lifespans have fallen off to a
  mean avg. of 55 years for males, and 60 for females. 
  Shrier knows a small out of the way village where the
  RCES team can put down their ship and replenish supplies.
  On arrival, Shrier will volunteer to leave the ship and talk to
  the headman “They know me; all these people with guns will
  only scare them”. With this Shrier will disembark, and the
  team members can watch him greet the headman with man
  back slaps etc. and disappear into one of the huts. Five
  minutes later, the headman and Shrier will re-emerge, and
  Shrier will wave to the team to disembark. 
  The team can barter for supplies amongst the friendly
  natives before lifting off and plunging into the night.
  Jump-3 to... 
  CHICAGO (1331/SHUMIDISI/DIASPORA) 
  Pre-war:
  D-371403-B 
  Ni C: 3
  A504 
  LI 
  M2 V M0 D 
  Hard Times:
  E-371484-3 
  Ni C:3 F
  504 
  Wi 
  Post collapse:
  X-371445-3 
  Ni Lo C: 2
  B104 
  Wi 
  This dry world (15% hydrosphere) rests in Orbit 0 around
  her cool M-class star. Her near gas giant lies at Orbit 4
  (outer zone), a SGG with 4 satellites (4 tiny moons, no
  rings); the next lies at Orbit 6 (outer zone) LGG, with 12
  satellites (all moons, no rings); the next lies at orbit 7 (outer
  zone) a SGG, no satellites; the far gas giant lies beyond the
  far companion M-class dwarf (orbit 8), a SGG with 6
  satellites at Orbit 9(1 ring, 5 moons). There are three empty
  orbits, (1) (2), & (5). There are three captured planets: orbit
  4.7 (Y-340000-0), orbit 5.7 (Y-404000-0), & orbit 7.7 (Y-
  221000-0).
  Chicago has fallen to the same anti-technophobic forces
  following the collapse as had Semaachi. Four small "states"
  of barely over 2,500 sentients each, distributed among
  which are a minority of 2,000 Chirpers. Black powder
  muzzle loading weapons predominate, each Dictator’s tiny
  “army” (200-500 under arms each) controls all other
  “modern” firearms. 
  Chicago is a cool and arid planet orbiting at the outside
  edge of its star’s habitable zone with most of its water locked
  up in ice formations within the northern polar regions. During
  the imperial era most of population lived in the northern
  Temperate Zone, with water supplies piped from a dam at
  the nearest glacial run off lake in the Peoria mountains. 
  With the advent of Hard Times, the local technology level
  plunged from TL11 to TL3, and a more centralized
  government came to power. The Holowak family who ran
  the dam were not prepared to share their water resources
  with the new planetary government and attempted to take
  over the planet by turning off the water supplies to the single
  city. They allied with a pirate band to enforce a no fly zone
  around the starport. The government would have
  capitulated, as there was no one with military experience on
  the entire planet.
  Fortunately for the planetary government, a group of
  interstellar travellers were on planet, when the crisis arose,
  and the pirate interdiction prevented their departure. These
  travellers staged a daring Ornithopter raid on the dam, and
  captured it intact. They also drove the Holowak family into
  the polar mountains, where they took up a life of brigands.
  The planetary government took over the dam and
  established a small militia garrison, to prevent attacks from
  the Holowak family.
  
  -12-
  Virus radically changed the power structure. In the
  confusion, the Holowak family brigands descended on the
  dam, capturing it and massacring the garrison / technical
  team. They then turned off the water to Little Windy city. The
  planetary government fractured.
  The planetary population is now spread into independent
  city-states, each based around a cliff village (which supports
  the limited industrial base) in the northern polar mountains.
  Each cliff village gathers water from collectors on the
  mountain faces and stores it in underground cisterns. This
  water collection is supplemented by expeditions to the polar
  glaciers (both Ornithopter and kian based). Expeditions are
  also mounted into the temperate low lands for hunting and
  gathering. Each cliff village is independent and the
  competition for limited resources has imposed an isolationist
  mindset on the natives.
  A hereditary leader, who possesses what little high tech
  material is left, usually rules each cliff village. Whilst
  technically TEDs, the high tech equipment is held by the
  rulers in trust for the entire tribe, and is used primarily to
  secure the future of the tribe although they have been used
  to enforce the dictates of the local rulers against
  uncooperative elements within the tribe. In the event of a
  ruler failing to perform, pressure from the tribal elders would
  force the ruling family to step down, and pass the high tech
  relics to the newly chosen rulers. 
  The exception to this isolationist attitude is the Holowak
  family settlement at the original dam site. The Holowak
  family has taken to brigandage completely and now
  supplements
  its 
  meager 
  agricultural 
  and 
  hunting
  infrastructure through extensive raiding.
  Jump-2 to... 
  KENNEBUNK (1530/IUSEA/DIASPORA) 
  Pre-war: 
  C-69469D-9 
  Ag Ni
  A801 
  LI 
  G2 V M0 D 
  Hard Times: 
  E-694698-5 
  Ag Ni
  801 
  Wi 
  Post collapse:
  E-6946Q3-4 
  Ag
  B901 
  Wi 
  Kennebunk lies in the habitable 3rd orbit. The M-class
  dwarf lies in orbit 0 as a close companion. Her sole gas giant
  lies at orbit 9 (outer zone), a LGG with nine satellites (three
  rings, six moons). There are no captured planets and three
  empty orbits: (orbits 1, 6, & 8). 
  Kennebunk's Balkanized eight million residents are under
  the rulership of K’kree--who were marooned here fleeing
  Terra during the collapse in the Solomani Rim. By the time
  the AI-Virus suicider strains had assimilated their technology
  & computers in their ships, they had made it this far when
  the computers died, and they were forced to crash land late
  in 1130, diverted by Blight subsector’s gulf from their path
  home. The K’kree swiftly dominated the human population,
  with their higher technological weapons (TL11), and today
  rule in various clans over their subjugated humans. The
  K’kree have not been light handed, (law level 3 is for
  themselves, law level 9 for their subjects), but do not control
  the entire world. Several Human domains exist beyond the
  central sea and Great Barrier Mountains. The Poles are too
  cold for them, and The K’kree have settled in the most
  arable portion they espied before becoming marooned here.
  The Starport is controlled by the largest K’kree run faction,
  and have begun an industrial revolution in hopes of getting
  the one ship remaining space worthy again (a 10ktn K’kree
  Far Trader), buying parts off passing Guild & Free Traders,
  who are infrequent semi-annual visitors here. The K’kree
  monarchy has established a feudal holding system, but
  some of the outlying "Duchies" are more native bound than
  before (hence the balkanized rating). 
  Jump-2 to... 
  EBEKHAR (1628/IUSEA/DIASPORA) 
  
  -13-
  CHAPTER 3: EBEKHAR
  A search of the ship’s computer records will disclose the
  UWP’s for both 1119 and 1128. A stroke of luck will find an
  article from an imperial magazine from the late 1120’s that
  reveals some more of Ebekhar history.
  Based upon this information and positional extrapolations
  from the stellar information contained in the computer
  records, the team can pick a destination point within the
  system as their emergence point. They should remember
  the limited fuel tankage of the Victrix class ships.
  SYSTEM PROFILE
  UWP:
  1116:
  C989642-A
  Ni, Ri
  802
  Li
  F1V
  1128:
  E989674-9
  Ni, Ri
  702
  Ou
  F1V
  HISTORY:
  Originally settled in –30I.E. by a utopian group from
  Imkhasham (Core 1124) fleeing the growing power of the
  Sylean Federation. Ebekhar remained an isolated
  backwater with a TL of approx. 5, until 204 I.E. when its was
  re-contacted by imperial merchants following up the IISS
  recon missions to the Solomani Rim. Ebekhar was
  incorporated into the Third Imperium in 398 I.E.
  Ebekhar’s second moon was leased in 405I.E. by the
  Susanna Gage Memorial Foundation  (named after a
  Solomani doctor who saved the Vilani planet Asshashur
  from one of the plagues that ravaged many Vilani worlds
  during the Interstellar War period), and renamed “Hope”.
  They set up a low berth facility for the terminally ill. They
  held terminally ill patients until such a time that a medical
  cure was available.  Eventually in the early 500s, it was
  realized that preserving the body at the point of death, was
  not a suitable base for future treatment. From that point, the
  patients were placed in low berth at the first onset of a
  chronic terminal illness, such that the patient would still be
  fit enough to undergo treatment. The center’s fame grew
  over the centuries, and by 1116, the facility was now the
  biggest medical preservation facility in the sector, and the
  7th biggest in the Imperium.
  Over the years, the facility had expanded from the purely
  medical to take in other low berth applicants, such as the
  unemployed, cryo-prisoners (with several contracts with
  planetary governments within the Sector), and actors, artists
  and athletes preserving their physical performance between
  competitions. The facility also had contracts with the
  Imperial services directly for medical preservation of
  disaster victims in case of a planet wide disaster. They even
  provided secure facilities for small Timer clubs and
  individuals who lacked sufficient financial provision to
  procure their own secure low berth facilities.
  The planetary population consisted of the Foundation’s
  members who formed a consensus group, and partake in all
  decisions relating to the facility. Contract staff provided
  additional manpower from Ebekhar itself.
  With the coming of the War, the Imperial Navy reactivated
  its contract with the Charity and started to use some of the
  facility to store Frozen Watch personnel, although never in
  significant numbers.  In 1118, pro-Solomani rioting wracked
  St Denis, The planetary security forces soon rounded up
  most of the ringleaders and exiled them to the Ebekhar
  System. This added a discontented minority into the scheme
  of things. To ensure that these ringleaders did not return, the
  St Denis government placed a small military picket vessel in-
  system to guard against rescue attempts.
  In 1120, the orbital part of the C class starport (5ktns) was
  severely damaged by a small but extremely potent
  enhanced radiation nuclear weapon. The entire highport
  staff of 120, were killed in the blast, either directly or by the
  radiation. The radiation also destroyed most of the onboard
  electronics. The St Denis picket vessel was forced to
  destroy the damaged station with nuclear missile fire at the
  request of the Ebekhar planetary government to prevent the
  port becoming a hazard to navigation or from re-entering
  Ebekhar’s atmosphere.
  It was believed that the attack was the work of SolSec, to
  hinder the use of the low berth facility for Imperial Navy
  frozen watches, and to prevent the easy exile of any further
  St Denis rebels.
  With the destruction of the orbital starport, it became
  difficult for the remaining ground facilities (class E) to
  service the corporate freighters etc, (these were often un-
  streamlined and required shuttle support). The planetary TL
  declined, and the pro-Solomani ringleaders raised the
  standard of riot and civil disobedience. This balkanized the
  planet into numerous factions.
  
  -14-
  FULL SYSTEM DETAILS –1116
  Orbit
  UWP
  Comments
  -
  F1V
  Main Star – Azure
  0
  HS00000-0
  Dustbowl Zero - Emergency landing facility
  1
  YS00000-0
  2
  Y200000-0
  3
  Y760000-0
  Kenitra
  11Y330000-0
  4
  Y500000-0
  Khufra
  8Y300000-0
  5
  C989642-A
  Ebekhar – Main World
  8Y849324-9
  Sea Farming
  10G585922-A
  Hope - Lab, Medical Low Berth Facility
  6
  F310515-A
  Sinquay - Lab
  2YR00000-0
  10Y200000-0
  11YS00000-0
  7
  LGG
  Scylla
  1YR00000-0
  2YR00000-0
  4Y747000-0
  Boeing
  5Y310113-9
  “Namrekhar” - Mining Installations – Kerman Mining
  8Y600000-0
  “Berron”
  11G785210-9
  “Sterngarten” - Mining Installation – Star Minerals LIC
  225H320000-0
  “Pitts End” - Old mining encampment.
  8
  G200322-A
  “Camp Khartoum” - Military Base
  9
  LGG
  Charybdis
  1YR00000-0
  4Y210000-0
  7H510204-9
  “Finnegan’s Freeholt” - Private Settlement
  8H701000-0
  “Ice Station Zebra” - Ice Capped. Emergency Landing Field
  10Y310000-0
  11Y100000-0
  12H500000-0
  “Rawdon Hill” - Old mining encampment
  20Y410000-0
  10
  Y600131-9
  “Assisi” - University Astronomy Facility.
  
  -15-
  LOCAL ENCOUNTERS
  HERE BE DRAGONS
  The RCES Victrix ship will emerge from jump space in a
  flash of blue from the discharging lanthanum grid. Cautious
  team members will conduct passive scans while
  accelerating towards a refueling source. 
  Initial scans will not detect any ships or active installations
  around the refueling source, but eventually multiple passive
  scans will detect signs of an industrial civilization from
  Ebekhar.
  The RCES team will probably cautiously investigate either
  with a sensor drone or by coasting in towards the planet.
  Approximately 20 planetary diameters out from Ebekhar and
  its two moons, sensors will detect a fusion flare leaving orbit
  and heading in the team’s direction.
  Within minutes a radio broadcast will be received from the
  approaching object:
  “This 
  is 
  the 
  Ebekhar 
  System 
  Defense 
  Vessel
  Hammerhand to unknown vessel, please identify yourself”
  The voice is human and the message repeats.
  If the team identify themselves (either as a Free Trader,
  RCES vessel or a Guild Vessel), they will get a further radio
  message
  “Welcome to Ebekhar XXXXX, please cease acceleration
  and prepare for customs and medical inspection. Please be
  advised there is a radiation hazard to unprotected personnel
  from our engine plume. Hammerhand Out”
  The Victrix’s sensors will start to detect the active scans
  from the Hammerhand.
  The Hammerhand will respond in a friendly manner to
  further communications from the team members, subject to
  requirements for its crew to arrange the docking with the
  team’s ship.
  Sensors from the Victrix may be able to identify the
  Hammerhand.
  •
  To gain any adequate sensor picture of the
  approaching vessel:
  TNE: Active Sensors: Difficult, Passive Sensors:
  Formidable;  Sensor Operation task roll
  CT:
  Active Sensors: DM0, Passive Sensors: 
  DM-2; Computer / Sensors
  • To determine the characteristics of the Hammerhand
  from the sensor information:
  TNE: Difficult; Computer / History Task roll.
  CT:
  Computer / History; DM0
  A success will produce the general description for the
  Mastiff Class SDB, whilst a critical success will pull up the
  complete statistics of the class. 
  Actually, Ebekhar is defended by two TL9 Mastiff SDB’s
  (the Hammerhand and Thunderfist) and the TL9 Wolverine
  (Rockheart).  Typically one SDB (usually the Rockheart) lies
  doggo and powered down at the L-5 point amongst debris of
  an orbital station while one of the Mastiff SDB’s is parked in
  a geo-synchronous orbit over the starport.  The third SDB is
  either undergoing maintenance, training with the other two
  SDB’s by acting as in intruding starship or supporting
  operations against the guerrillas.
  When the RCES vessel jumps into the system the
  Rockheart will be hiding at the L-5 point and the
  Hammerhand will be in high orbit.  The Thunderfist is
  currently undergoing light maintenance in the port but could
  be made ready for space in 48 hours.  Approximately 75%
  of the PAD sites will be manned and ready to respond with
  the remaining 25% off line for maintenance but can also be
  readied in 48 hours. 
  Both SDB’s in orbit are in Condition III alert status with all
  sensors manned and 50% of weapon stations manned.  The
  Rockheart will be powered down but by hiding behind large
  debris can keep the power plant active enough that it can
  respond with full power in 15 minutes.  The Hammerhand
  and Rockheart are both under strict emission control
  discipline but are linked with a fire control quality, tight beam
  maser communications channel.
  Sensors from the Victrix may be able to detect the
  Rockheart.
  • To detect the Rockheart hidden in the L-5 debris: 
  TNE: Passive Sensors: Impossible; Sensor Operation
  task roll
  CT: Sensors DM -4
  All three SDB’s have experienced crews as a result of the
  train or die system implemented by the lead Virus, Ernest.
  Both Captain Divin Ohtar of the Rockheart and Captain Sari
  Sondoval of the Hammerhand are veteran NPC’s.
  Additionally, a rather dumb Virus has been installed in the
  computer systems on all three ships to ensure the loyalty of
  the crews.  If the crews attempt to flee a battle or betray
  Ernest the ship’s Virus will detonate the power plant killing
  all onboard.
  Once the Hammerhand goes active with its EMS suit the
  Rockheart will begin powering up to move in support of the
  Hammerhand.  The PAD and COACC commands will
  scramble interceptors and button down the PAD sites in
  preparation of a possible orbital assault.
  
  -16-
  While the team are maneuvering into orbit a sensors task
  will pick up the Rockheart maneuvering into position behind
  the team’s vessel.  If the team members question the
  presence of another SDB the Hammerhand will
  acknowledge the second SDB and state that the RCES
  team have nothing to fear if they follow instructions and are
  free of Virus.
  Sensors from the Victrix may be able to detect the
  Rockheart as it closes.
  • To detect the Rockheart as it boosts toward the RCES
  ship:
  TNE: Active Sensors: Average, Passive Sensors:
  Average; Sensor Operation task roll (both tasks are
  formidable if the team are distracted by the
  Hammerhand).
  CT:
  Active Sensors: DM+2, Passive Sensors: DM+2;
  Computer / Sensor
  (both tasks at DM-2 if the team are distracted by the
  Hammerhand).
  If the team attempts to fight the Hammerhand, there is a
  good chance that the Rockheart will be able to slip fairly
  close to the RCES vessel before being picked up.  The
  Rockheart will maintain EMS silence as long as possible,
  firing missiles using fire control data supplied by the
  Hammerhand and the EMS satellites.  Both vessels will
  attempt to close with the RCES vessel as rapidly as possible
  to make best use of their Virus-enhanced fire control
  systems (TNE: Additional -1 Diff. Mod, CT: +1 Computer
  Model).  They will fight to the finish and the Virus onboard
  will attempt to ram or will blow up the ships if all appears
  lost.
  If the RCES team comply with the requests to stand to and
  prepare for an inspection party the Hammerhand will close
  within 1km and match courses with the RCES vessel while
  the Rockheart will close to within 1,000 km before matching
  courses.  Once the Hammerhand has matched course they
  will deploy a small boarding sled (a simple tubular frame
  mounting four seats, basic communications gear and gas
  thrusters for very local ship to ship transport at low tech
  levels) carrying three Vac-suited figures.
  The boarding sled will stop about 10 meters from the
  RCES ship and hail the team; “This is Inspector Donaldsen
  of the Ebekharian Customs Authority.  Open your airlock and
  standby.”  Assuming the team members comply by opening
  the outer hatch of the airlock the sled will clamp on the hull
  of the RCES ship and the three Vac-suited figures will
  clamber into the airlock.
  When the boarding party cycles through the airlock the
  RCES team will notice the following about their visitors.
  Each figure is clad in what appears to be a TL12 Vac suit
  and a small equipment pack.  Two of the individuals are
  carrying snub SMG’s and are in dark red Vac suits.  They
  have what appear to be unit patches on their shoulders
  (three silver stars with a stylized tower (Blue) below, Saber
  proper (Silver), facing Dexter (right), at 45 degree angle
  superimposed over the tower) and a larger patch on their
  right breast (blue tower on a black background with the word
  Ebekhar in a arc at the bottom).  One of the boarders is a
  sergeant by his chevrons and rockers and the other a
  corporal.  The third boarder has a TL13 gauss pistol and a
  dark blue Vac suit.  He has a similar patch on his chest but
  no military insignia.
  The boarder in dark blue takes off his helmet while his
  companions cover the RCES team with their snub SMG’s.
  “Good morning.  I am James Donaldsen of the Ebekharian
  Customs Authority.  If we keep this quiet and professional
  we won’t have any problems.  Is that understood?”  
  Donaldsen will ask the team members where they are
  from, where they have been, why they are here and what
  they might have to trade.  He will also warn them of the law
  level and that the moon of Hope is quarantined due to a
  virulent plague engineered during the Final War.  He will be
  assessing the team’s reactions and attitudes with an eye
  towards later co-opting them for the resistance movement.
  One the initial questioning is complete Donaldsen and his
  armed escort will make a fairly thorough search of the ship.
  They will use radiation and chemical sensors from their
  packs and do a decent scan of the ship, which should take
  about an hour. Donaldsen will explain that they are looking
  for signs of Virus or contraband.  If the team members have
  a “bad” attitude the search will become much more thorough
  and take several hours.
  At the conclusion of the search Donaldsen will brief the
  ship captain on the local law levels and provide a hard copy
  of traffic control regulations and frequencies.  The RCES
  team will be free to land at the planet’s starport. 
  NPC’S
  Captain Divin Ohtar 
  Trader/Corsair
  Veteran NPC, Human (Solomani) Male age 44 (6 terms) 
  Classic Traveller:
  UPP: 576A89
  Skills: Laser pistol 2, Brawling 2, Pilot (Starship) 3,
  Engineering 3, Ship’s Tactics 3, Gunnery 2, Bribery 2,
  Leader 2, Navigation 2, Electronics 1, Interrogation 1,
  Vac Suit 1, Zero G Cbt 1.
  TNE:
  UPP: 576A89-0-7
  Combat Assets: Gun Combat (laser pistol) 12 Armed
  Martial Arts (whip) 12 
  Other Assets: Pilot (grav/interface) 14, Astrogator 12,
  Ship’s Engineer 13, Ship’s Tactics 14, Electronics 10, 
  Environmental Suit 10, Zero G Environment 9,
  Interrogation 9, Leader 12, Bargain 12, Persuasion 12
  
  -17-
  Motivations: Divin Ohtar is an ex-Guild pirate captured by
  Vampires on a sweep in the Massilia sector.  He was traded
  to Ernest by a passing Vampire in need of repairs and crew.
  He is a ruthless combat leader and tactician who is overly
  fond of using his whip.  He knows that the Virus in his
  computer will blow the ship if he flees so he will be utterly
  fearless in battle.
  Captain Sari Sondaval 
  Trader
  Veteran NPC, Human (Solomani) Female age 38 
  (98 chronologically)  (5 terms) 
  Classic Traveller:
  UPP: 678787
  Skills: Auto pistol 2, Pilot (Starship) 2, Navigation 2,
  Engineering 3, Ship’s Tactics 2, Computer 2, Gunnery 1,
  Bribery 1, Electronics 1, Vac Suit 1, Zero G Cbt  1.
  TNE:
  UPP: 678786-0-7
  Combat Assets: Gun Combat (slug pistol) 12 
  Other Assets: Pilot (grav/interface) 12, Astrogator 12,
  Ship’s Engineer 13, Ship’s Tactics 11, Sensors 12,
  Electronics 10, Environmental Suit 10, Zero G
  Environment 9, Bargain 11, Marketing 12, Persuasion 11
  Motivations: Sari Sondaval is an Imperial relic awakened
  from sleep on Hope and forced to captain a SDB.  She was
  put in a low berth on Hope after being captured carrying war
  supplies for Margaret’s faction.  She has gone insane as a
  result of the shock of the Collapse and the Vampires.  Her
  insanity manifests itself in extreme paranoia and self-
  destructive behavior. She is a caring if rather distant skipper
  while lucid and her crew are very concerned for her safety.
  James Donaldsen would like to get her safely off the ship if
  he can arrange it with his resistance contacts.
  Inspector James Donaldsen 
  Bureaucrat/Rebel 
  Veteran NPC, Human (Mixed) Male age 34 (5 terms) 
  Classic Traveller:
  UPP: 759886
  Skills: Auto pistol 2, Brawling 1; Admin 3, Bluff 3,
  Interrogation 3, Streetwise 1, Bribery 1, Vac Suit 1, Zero
  G Cbt 1.
  TNE:
  UPP: 759885-0-6
  Combat Assets: Gun Combat (slug pistol) 12 Unarmed
  Martial Arts 10 
  Other Assets:
  Environmental Suit 10, Zero G
  Environment 9, Act/Bluff 14, Persuasion 10, Streetwise
  10, Interrogation 13, Observation 11, Investigation 12,
  Economics 10, Marketing 10
  Motivations: James Donaldsen was born of a native
  family that was prominent in the revolt against the St. Denis
  occupation.  His father led some of the worst reprisals
  against the ex-rulers in the post-take over period.  James
  made several friends amongst the serving staff of St.
  Denisers and lower class locals while he was a teenager.
  When several of them were hauled off by his father’s troops
  to the death camps he vowed to see the corrupt, Vampire-
  backed regime overthrown.  While in college he joined a
  covert resistance cell and decided to work within the
  government.  He used his father’s influence to get a posting
  to the off planet inspection service in order to contact any
  possible off-world help.  He will size up the RCES team and
  if they seem civilized he will arrange for the resistance to
  contact them on-planet.
  SDB Crews
  Crews are veteran overall
  The Marine NCO on each vessel is elite and the political
  officer is novice.
  Crews have SMG’s and TL9 Vac suits. 
  The back-up Marines left onboard the ship during the
  boarding (three troopers plus two turret gunners) have TL12
  Vac suits and a mix of accelerator rifles, combat shotguns
  and hull breaching charges.
  WHAT ABOUT THE GUILDED LILLY
  If the team questions Inspector Donaldsen about the
  Guilded Lilly and its hidden virus, the Inspector will
  acknowledge that the Guilded Lilly was built at Ebekhar, but
  was not a virus when she left the system. He will even allow
  a single team member to travel to the Hammerhand for an
  inspection, whilst one of the marines remains on the Victrix.
  The team member taken on board the Hammerhand will
  be escorted by Inspector Donaldsen, and will allow the team
  member a brief look inside the Hammerhand, all appears
  normal, there is a human crew, and no obvious signs of
  virus.
  The team member may attempt to talk to the crew, but is
  unlikely to gain significant information besides the general
  demeanor of the crew.
  COLTAIRE DOWNPORT
  Once the RCES team have decided to take up their offer
  of a visit, then the Hammerhand will request that the team
  follow, and will break orbit with a quick burst of its fusion
  rocket. The site of the Hammerhand descending through the
  atmosphere using its early plasma drive is a stunning sight,
  and will make the RCES team appreciate the Contra-Grav
  system. At approximately 500m, the Victrix course will
  deviate slightly to one side as it is directed into a landing pit
  surrounded by an earth blast berm.
  Once the landing pit has cooled, a small party will
  approach the Victrix, and request permission to board. The
  
  -18-
  party consists of the customs inspector Garri Vorhuus, and
  the government liaison official Gregorii Kilcrease. Whilst
  Gregorii confers with the captain and the RCES team about
  the forth coming visit, customs inspector Vorhuus will
  perform a final sweep of the ship escorted by at least one
  crew-member.
  Garri Vorhuus will briefly pay his respects to the captain,
  and then will request permission to inspect the ship as part
  of the Ebekharian customs regime. Then Gregorii will
  introduce himself and welcome the crew to Ebekhar. He will
  repeat Inspector Donaldsen’s denial about a vampire
  presence on planet, and even offer the team a chance to
  inspect the shipyard to prove that they are not
  manufacturing vampires. 
  He will then request that a party from the ship (the team)
  accompany him to the capital city where members of the
  ruling body “The Board of Trade” and the press are waiting
  to greet them. He will then break protocol and frankly admit
  that they are the first off-world visitors since Captain Auturo
  over two years ago, and there is considerable public interest
  in the new arrivals, especially since the insignia on the side
  of the Victrix indicates that the team are from another star-
  faring civilization.
  He will inform the team members that two government
  limos have been made available for their use, and a suite of
  rooms has been made available in the exclusive “Imperial
  Starways” hotel. He will then extend his assistance to the
  team members for the duration of their visit, and he will be
  happy to respond to all the team’s needs.
  Just then customs inspector Vorhuus will return, and
  report that the Victrix has a number of minor violations of
  Ebekharian space regulations. He is trying to determine if
  the team will try to bribe him to get round these minor
  bureaucratic inconveniences.
  • To determine that customs inspector Vorhuus is
  angling for a bribe:
  TNE: Difficult, Bribery, 5mins
  CT: Bribery, DM0
  Gregorii will give the Captain / team members, some final
  warnings: The moon “Hope” is interdicted due to a final war
  era plague; and the outer system gas giant “Charybdis” is
  off-limits to wilderness refueling due to the presence of large
  “Umbriel” floating in the upper atmosphere (see below for
  the library data entry provided by the Ebekharians).  Finally
  Gregorii will sorrowfully explain that his beloved planet is
  subject to the occasional attacks from St Deniser terrorists,
  and for that reason, the Board of Trade have provided his
  services and those of two limo drivers. Gregorii will hastily
  explain that the team are free to travel wherever they like on
  the Capital Isle.
  LIBRARY DATA – UMBRIEL
  The Umbriel are a large, airborne species native to the
  gas giant Charybdis in the Ebekhar system. Discovered by
  the IISS in 1115, the Umbriel have yet to be extensively
  studied. From what has been observed to date, they show
  no sign of any though processes above basic animal
  instinct.
  Looking rather like a terran jellyfish, the Umbriel maintains
  its buoyancy with clusters of hydrogen-filled flotation
  bladders, with numerous tentacles dandling from the
  underside of the animal. These tentacles have been
  reported to approach over 100 meters in length and are
  used to obtain food drifting in the atmosphere. In addition it
  is believed that the Umbriel filters food particles directly out
  of the atmosphere. The coloration is almost non-existent
  and the animal displays a remarkable degree of
  transparency. Two stabilization keels of fin-like muscle
  extends from the creature’s dorsal and ventral surfaces.
  Details of the Umbriel’s exact diet are not known
  Umbriels seem to travel in swarms of 100 to several
  thousand members. The observed variation in size between
  specimens is 5 to 100 meters. Detailed analyses on sexual
  anatomical variation and reproduction have yet to be
  undertaken. Umbriels are only part of the larger biosphere
  present in Charybdis’ atmosphere. Wilderness refueling
  here is prohibited by IISS order.
  MEETING THE BOARD OF TRADE
  Gregorii will usher the team members and any other
  members of the crew who want to attend into the two limos,
  he will then talk into a microphone and the driver (hidden
  behind a darkened glass screen) will speed off. The team
  can see a modern TL7/8 city during the drive. 
  After approximately 40 minutes the limos will pull up
  outside some government buildings, and an honor guard will
  snap to attention, as the limo doors open. The public and the
  press will surge against the line of guardsman, and the
  press will be shouting questions, as Gregorii leads the team
  up the stairs towards the main doors. Once at the top of the
  stairs, Gregorii will shout to the press that the government
  and the visitors will be making press statements after initial
  discussions, he will then usher the team inside.
  Once the doors are closed, the sound of the crowd outside
  will diminish rapidly, and Gregorii will invite the team to a
  second floor conference room. Waiting inside are over a
  dozen people, although a quick glance will determine that all
  but four of them are minor government lackeys, secretaries
  etc. The remaining four consist of two military men, one of
  obviously high rank, and what appear to be a businessman
  and a businesswoman.  Gregorii will perform the
  introductions.
  The high ranking military officer is Colonel Archibald
  Westonhaus and the other is his aide CSM Dagget.  The
  
  -19-
  Businessman is Abrams Bedwell, a major industrialist and
  owner of Bedwell Shipyards. The businesswoman is
  Representative Azrael Bedwell, his wife, and member of the
  board of trade. Gregorii will then invite everyone to sit.
  The RCES team will probably want to discuss the Guilded
  Lilly incident at Berens and the hidden vampire, but
  Representative Azrael will pre-empt them. Raising a hand,
  she will make a small speech.
  “I understand that you are under the impression that
  Ebekhar is manufacturing vampire starships at my
  husband’s shipyards. I can assure you that this is not the
  case, we are manufacturing far traders, but not vampires,
  and would not do so as this would cripple our recovery plan,
  is that not so colonel?” Colonel Westonhaus will nod in
  agreement.
  “Could you brief us regarding the situation at Berens?”
  With that Azrael will look expectantly at the team.
  Here is a good time for the RCES team members to retell
  their adventures at Berens. Smart team members will watch
  the reactions of the Ebekharians to the events on Berens.
  • To notice that Colonel Westonhaus is a remnant:
  TNE: Difficult, Intelligence, Instant, (Average task if any
  of the team members are remnants with past Imperial
  service).
  CT: Intelligence, DM0, (DM+2 if any of the team
  members are remnants with past Imperial service).
  • To notice that Colonel Westonhaus is very interested in
  the Reformation Coalitions star-faring abilities:
  TNE: Difficult, Intelligence, Instant.
  CT: Intelligence, DM0
  • To notice that Representative Azrael reacts badly to
  news of Captain Auturo’s’ death:
  TNE: Difficult, Intelligence, Instant
  CT: Intelligence, DM0
  Following the team’s rendition of the events at Berens,
  Representative Azrael will continue:
  “Perhaps a short history of Ebekhar will explain things.
  Following the dramatic success of the Wesfalen Party’s
  revolution against our St Deniser oppressors, we decided to
  lift our planet out of its low-tech misery, and recapture the
  glories of our imperial past. However, with our limited
  resources, we determined that it would take over a decade
  just to increase our technology level to TL8, assuming the St
  Denis terrorists did not hinder the program. And this
  assumes a stringent austerity regime for our citizenry whilst
  the technological base was being upgraded.
  So Party Leader Dr Karchi came up with another plan,
  whilst still attempting to increase our own technology level,
  resources were directed into rebuilding our shipyard /
  spaceport with the hope of restarting interstellar trade in our
  immediate subsector area. We hoped that we could
  discover off-world markets that would stimulate our
  industries and technological advancement, and spread the
  benefits of free trade.”
  “And also deport those blasted rebels” chips in the
  Colonel.
  Azrael continues “After several years of effort we
  upgraded our starport to a Class B facility, and
  manufactured the SDB’s you encountered in orbit. From
  then on, we re-discovered the Jump Drive, fusion power and
  started to produce the Far Traders. We hoped that we could
  restart interstellar shipping, and attract the remaining Free
  Traders who would use Ebekhar as a base, and incidentally
  funnel off world goods into our economy.”
  “In 1200 Captain Auturo entered the system, representing
  the “Star-faring Merchant Guild”. He purchased our first
  starship and named it the “Guilded Lilly”. He left the system
  in early 1202, and we have not heard of him since.”
  “To convince you of our credentials, we have arranged a
  tour of our shipyard tomorrow morning, and have arranged
  a suite of rooms at the Imperial Starways hotel for your visit.
  Now unless you have any questions we should now move
  onto mutual trade negotiations between our two states”.
  If the team ask why they could not see the shipyard from
  orbit, Azrael will explain that for security reasons they have
  buried it. “Colonel Westonhaus said that an orbital facility
  would be too vulnerable to outside attack or terrorist strike.
  In addition, an orbital facility would require a vast interface
  system to transport workers, equipment and supplies from
  the surface to the yard and it is easier just to build the yard
  underground”.
  If the team ask why the SDB’s have not been upgraded to
  TL12, Colonel Westonhaus will answer “The SDB’s coupled
  with our PADM network provide a adequate defense, we
  have no need of a deep space patrol force, and the Umbriel
  provide accidental protection for one of the gas giants”. The
  Colonel will then grimace and admit that the St Deniser
  rebellion is absorbing more military resources than he would
  like, and the TL12 infrastructure is insufficient to support the
  manufacture of TL12 SDB’s as well as the Far Traders.
  The Ebekharians will now move to discuss potential trade
  between them and the Reformation Coalition. After about an
  hour and a half, in late afternoon, the meeting will break up
  and Gregorii will lead the RCES team out into the hallway.
  Gregorii will explain that the public and press are waiting
  outside to greet the team. “President Cotov will make a short
  speech to commemorate our historic meeting, and then
  Representative Azrael will make a speech regarding your
  
  -20-
  visit, trade and friendly relations, then she will introduce you
  for a short speech and a question and answer session with
  the press”. 
  Gregorii lead the Ebekharian representatives, and the
  team members out onto the steps where a rostrum and
  microphone have been set up. President Cotov will briefly
  emerge onto a balcony and make a short, friendly speech
  and then leave to cheers from the crowd. Representative
  Azrael will then make her speech, introducing the team
  members, stating that this is a historic day and friendly
  relations have been establish between two star-faring
  cultures. She will then hand over to the nearest team
  member.
  The press will then expect a small speech; (let the team
  members role-play out their speech), then the press will
  encourage each team member to take questions, i.e. where
  were they born, tell us about your home-planet, what you
  have encountered out in space, where did you get that scar.
  Once the press have had their fill, and the novelty of being
  a star starts to wear thin, Representative Azrael will call the
  press conference to a conclusion, and Gregorii will usher
  the team into their limos. Gregorii will then hand out some
  in-car refreshments whilst they are whisked away to their
  suite at the “Imperial Starways” hotel.
  The RCES team will sweep through the lobby of the
  “Starways” and be ushered to their suite, by a team of
  uniformed servants, who will bring their luggage up. Gregorii
  will tell he will be here tomorrow at 9am for the factory tour,
  to help themselves to room service, and goodnight.
  The team members will be able to have a hearty if
  strangely flavored native meal, whilst checking the news
  channels or the library data terminal. The news will mainly
  consist of their visit, but will include some general news and
  a few stories of police action in the St Deniser reservations
  (i.e. sniper attacks, bombings and military reprisals). The
  imperial era library data terminal is still operational, although
  connected to a TL7/8 internet equivalent. The team will be
  able to access the planetary history (See earlier in this
  Chapter), world and city maps, and news.
  DAY2 – FACTORY TOUR
  After a luxurious breakfast, 9am will find Gregorii knocking
  on their door, ready to start the tour of the shipyard. The
  team members will be ushered out of the “Starways” lobby
  and into their limos, through a still curious press pack. Soon
  the limos will roll though the gates of the Bedwell shipyard.
  Curious team members will notice troops at the gate
  together with an APC. (Chapter 4 details the army presence
  guarding the shipyard).
  Gregorii will provide a short commentary as the limos
  make their way towards the visitors’ center. The shipyard
  consists of a small building holding the elevators leading
  down to the underground factory, several large frame
  warehouses holding parts, an enclosed assembly area with
  attached visitors center/offices, and waste dumps.
  The Limos will pull up outside the visitor’s center and
  Gregorii will lead the way into the building, where
  Representative Azrael will greet them. “Welcome” she says
  “to my husband’s shipyard. This is Baert Hamish, a front line
  supervisor here at the yard who will answer your technical
  questions”. (A description of Baert is provided at the end of
  this chapter).
  Baert will lead the team into the enclosed assembly area,
  and there surrounded by cranes and scaffolding are two
  TL12 Jayhawk class Far Traders. One is fitting out its interior
  features whilst the second is still in the early stages of
  construction with its hull only partial built – up to the first
  deck level.
  Baert will give each team member a hard hat and then
  proceed with a tour of the two ships, he will freely discuss
  engineering details, but gently guide the team away from
  actual areas of active work / workers on “health and safety
  grounds” and to avoid disturbing delicate work.
  • To determine if Baert has any engineering knowledge:
  TNE: Difficult, Intelligence / Any Engineering Skill, 20
  minutes
  CT: Intelligence / Engineering / Electronics / Mechanical,
  DM0
  Baert is actual a competent engineer if a bit out of his
  depth, although he has a tendency to embellish his actual
  knowledge.
  Team being inquisitive, will want to talk to the workers, and
  may try to hold unauthorized conversations:
  • To escape Baert's notice and start up a conversation 
  with a worker:
  TNE: Difficult: Intrusion, 5 minutes
  CT: Streetwise, DM0
  • To coerce a worker into holding a conversation:
  TNE: Difficult, Charisma, Inter-personal skills
  CT: Liaison / Streetwise, DM0
  The workers will be friendly, a little in awe of such famous
  off world visitors, who are hobnobbing with high party
  officials. 
  • To determine if the workers actual know what they are
  doing:
  TNE: Difficult, Intelligence / Any Engineering Skill, 5
  minutes
  CT: Engineering / Electronics / Mechanical, DM 0
  
  -21-
  Actually the workers are competent and familiar with their
  jobs. (Sample workers are presented in Chapter 4).
  Baert will soon become aware of any team members
  wandering off, and guide them back to the group with a short
  lecture on safety.
  • To determine if the ships are genuine:
  TNE: Difficult, Intelligence / Ships Engineering, 2 hours
  CT: Engineering, DM0
  A success will indicate that from the information available
  from this tour, these ships are real.
  After a couple of hours, Baert will then lead the team back
  to the visitor’s center, and into a small theatre area, where
  Representative Azrael awaits. “Please help yourself to
  refreshments, now the actual factory making the base
  materials for the shipyard is located underground, under our
  very feet in fact. Now in order to produce superdense
  material and other delicate equipment such as the electronic
  suites, the factory is a controlled environment with clean
  room conditions and controlled micro-gravity, so entry is
  generally restricted to authorized personnel. However we
  know you would be interested, so we do have a live feed
  from the factory below.” With that she will ask the team
  members to sit and turn off the lights.
  The monitor will spring into life showing personnel working
  in white overalls, at high tech looking equipment, several
  views appear to show zero gravity conditions. After
  approximately 20 minutes Azrael will raise the lights, turn off
  the monitor and invite the team to lunch.
  • To determine if the scenes on the monitor looked
  realistic:
  TNE: Difficult: Intelligence / Any Engineering Skill, 20
  minutes
  CT: Engineering, Electronic, Mechanical, DM0
  A success will indicate that the scenes are typical for a
  high tech manufacturing facility.
  After lunch, Representative Azrael will excuse herself,
  pleading pressures of work. Gregorii will guide the team
  back to the limos and back to Imperial Starways. Once they
  arrive back at the Hotel, Gregorii will guide them back to
  their suite.
  “Honored visitors,” he begins. “I hope that this tour has
  proved our good intentions and the lack of vampires on
  Ebekhar. Now please enjoy the rest of your visit to my
  planet, I have arranged to stay at Starways for the duration
  of your stay, please feel free to ask me any questions, and I
  will be happy to show you around”. 
  “Unfortunately, the limos have been reassigned, but I have
  asked the hotel to arrange a good taxi for us. Now if you will
  excuse me, I will leave you to enjoy the rest of the
  afternoon”. And with that Gregorii will excuse himself and
  the team members are left standing in the middle of their
  suite.
  NPCS
  Port Authority Inspector Garri Vorhuus
  Bureaucrat
  Veteran NPC, human (Vilani) male, age 44 (5 terms + 4
  year Under Grad. Degree-Business Administration
  Major)
  Classic Traveller:
  UPP: 4869BA
  Skills: Laser Pistol 1, Admin 5,  Bribery 3, Forgery 3,
  Computer 2, Interrogation 2, Liaison 1, Zero-Gee Cbt 1.
  TNE:
  UPP: 4869B8-0-7
  Combat Assets: Gun Combat (Energy Pistol) 9.
  Other Assets:
  Admin/Legal 17, Marketing 14,
  Observation 13, Persuasion 13, Bargaining 13,
  Investigation 12, Liaison 10, Intrusion 9; Zero-Gee
  Environment 7.
  Motivations: Garri Vorhuus is a former "Customs
  Inspector " Zampolit of the SDB service. He has steadily
  risen in power since his first term, and never gone back into
  space. He drives a hard bargain when "overlooking"
  possible contraband or infractions of "his" port's laws, one of
  those "Big fish" of the little pond who enjoys his power over
  off-worlders. Politically well connected (10 contacts Govt.).
  In short-- he's bribable, but never openly in the public view
  (He does have that traditional Vilani "discretion" thing down
  pat). He keeps his TL9 Laser pistol charged, and the holster
  polished, though he seldom goes "target shooting" (hence
  his skill). Summed up, a typical officious know-it-all with few,
  if any redeeming qualities. Small wonders he's short, fat,
  balding, and still single.
  State Liaison Officer Gregorii Kilcrease
  Bureaucrat 
  Experienced NPC, human (Solomani) male, age 29 
  Classic Traveller:
  UPP: 464897
  Skills:
  Admin 2, Computer 2, Vehicle (wheel)
  2,Carousing 1, Bribery 1, Liaison 1.
  TNE:
  UPP: 464897-0-B 
  Combat assets: None. 
  Other Assets: Admin Legal 12, Computer12, Gr.
  Vehicle (wheel) 12, Persuasion 9, Carousing 9, Bargain
  9.
  Motivations:
  Kilcrease is intensely loyal to the
  government (his family is well placed politically.), and
  
  -22-
  ambitious to succeed, though he has just begun his career
  climb. He has been placed here in the Off-World-
  Department of Tourism/Information, and is determined to
  make this lackluster coal dustbin job shine like a diamond.
  He likes his salary, but spends more than he makes in one
  of Mr. Dupres casinos in the Star town entertainment district.
  He dresses in a suit and tie, and looks every inch of
  "Government man". Gregorii is single however, but his taste
  in ladies like his spend thriftiness, is very expensive.
  Representative Azrael (Novohig) Bedwell
  Guild Trader
  Veteran NPC, Human (Solomani) female, age 39
  (5.5terms)
  Classic Traveller:
  UPP: 9977AA
  Skills: Auto Pistol 3,  Brawling 3, Forgery 3, Carousing
  3, Bluff 3, Navigation 3, Gunnery 2, Computer 2, Ground
  Vehicle 2, Leadership 2, Admin 2, Bribery 2, Zero Gee
  Cbt 1, Vac Suit 1.
  TNE:
  UPP: 9977AA-0-8.
  Combat Assets: Slug Pistol 13, Unarmed martial arts
  13. 
  Other Assets: Forgery 13, Carousing 13, Act/Bluff 13,
  Astrogation 13, Ship's Gunnery 12, Computer 12,
  Ground vehicle 12, Leadership 12, Persuasion 12,
  Bargaining 12, Zero Gee Environment 11, Environment
  Suit 11.
  Motivations: Azrael is the elder sister of the late
  unlamented Arturo Novohig (Guilded Lilly Adv. Part 1),
  though she uses her married name, Bedwell during
  business hours (sign on her desk reads "A. Bedwell". Her
  husband is a local Businessman with several factories he
  must supervise so he's away a lot--allowing her a nighttime
  life of escapades and "clubbing around". Azrael took this job
  at her younger brother's advice, as a way to make some
  quick fortunes. Her marrying Bentley Abrams Bedwell
  (Bedwell Foundries) fell into her scheme of sewing up local
  monopolies for her cousins in the Guild. (One of her
  workaholic husband's company features prominently as the
  site of the false shipyard). Selling ships for "Ernest" was
  Arturo's gig, this one is hers, controlling trade off world on
  this planet. She has managed to avoid the embraces of Mr.
  Vorhuus with some interesting blackmail (locked in her
  safe). Azrael is aware of the RC and RCES. She is no fool,
  and will act as if the RCES team are outlanders like any
  Free Traders, pretending ignorance. Her office is bugged
  and has cameras as well (Ernest keeps tabs). She keeps a
  relic TL14 Mini Gauss Pistol strapped to her inner left thigh,
  and another matching one in a sleeve holster (Left sleeve).
  Should she discover through an indiscreet team member
  that Arturo is dead, she will plot revenge, as only a woman
  can do. She dresses provocatively in either the office or out
  on the town.
  Colonel Archibald "Arc-Light" Westonhaus
  Space Navy/Missile Command
  Veteran NPC, Human (Solomani) Male, age 52
  biological (86 chronological) (8 Terms: Military Academy/
  Flt School, + 6 terms)
  Classic Traveller:
  UPP: 667AB9.
  Skills: Auto Pistol 3, Cbt Rifle 1, Cutlass 1,  Leader 4,
  Computer 4, Gunnery 3, Pilot 3, Fleet tactics 2,
  Zero Gee Cbt 1, Ship’s tactics 1, Medical 1, Fwd
  Observer 1, Gr. Vehicle 1
  TNE:
  UPP: 667798-0-9.
  Combat Assets: Gun Combat (Slug Pistol) 14*. 
  Other Assets: Leadership 19, Computer 14, Ship's
  Gunnery (missiles) 13, Pilot (Interface Grav) 13*, Fleet
  tactics 12, Pilot (Fixed-Wing) 12*, Investigation 12, Zero
  Gee Environment 11*, Ship's Tactics 10, Medical
  (Trauma) 10, Heavy Artillery (PAD Missiles) 9*, Armed
  Martial Arts (Large Blade) 9*, Ground Vehicle 9*.
  Motivations: Col. Westonhaus is an Imperial Navy
  remnant awakened by Ernest to head up Ebekhar's SAD &
  COACC forces. He is a friendly enough man, but if his
  planet is attacked he will defend it with all at his disposal.
  Cool under pressure, his men follow his orders implicitly,
  knowing he has their interests at heart as well the planet's.
  Westonhaus' secret is that his wife is still held up on the
  Hope facility (See that section). He has been warned that if
  anything happens to Ernest, Lillian will dispose of her first.
  He pays lip service to the government, and despises toadies
  like Vorhuus immensely. A picture of his wife, Emily, sits on
  his desk, should the team pay him a visit on the matter of
  filing a complaint on the conduct of their being "searched" at
  SDB point. Anyone being fool enough to threaten or badger
  him will have the unpleasant task of facing his loyal CSM
  who's office lies adjacent to his (door is always opened an
  inch), with enough armed men in minutes to fill the building,
  and be bodily ejected off post. Westonhaus is 6'2", thin, but
  still hardy enough to outrun the CSM around the PT track.
  CSM W.C. "Whiskey" Dagget 
  Marine
  Veteran NPC, Human (Solomani) male, age 52, (86) (8
  terms, all Marines) 
  Classic Traveller:
  UPP: 776877
  Skills: Cbt Rifle 3, Grenade launcher 3, Leadership 3,
  Fwd Observer 3, Vac Suit 3, Instruction 3, Ground
  Tactics 2, Navigation 2, Carousing 2, Ground Vehicle 1.
  TNE:
  UPP: 776877-0-6
  Combat Assets: Slug Rifle 13*, Grenade launcher 13*. 
  Other Assets: Leadership 17, Heavy Artillery (PAD
  Missiles) 13*, Environmental Suit 13*, Instruction 13,
  
  -23-
  Ground tactics 12, Navigation 12, Carousing 12, Ground
  Vehicle 9*.
  Motivations: Dagget is the loyal hound of hell of the small
  Ebekhar Space Marine Corps, the Wet Navy was corrupt
  and he left it for here, serving under "The Man". He has risen
  as high as he can go and will retire when Westonhaus does,
  not before. A wiry 5'8" man of lean sunburned leathered face
  (smelling faintly of single malt scotch-"After-shave, Sah!").
  He acts as the Colonel's watch dog. He knows about Ernest
  and Lillian and the blackmail they hold over his CO. And
  hates it, and "them" for what it has done to Westonhaus.
  Dagget at first glance is the unlikeliest person one would
  think of fomenting rebellion, but if ordered to fire upon
  "rebels", would probably disobey the command (a first in his
  life).  He is the terror of the clerks, and Guards on the small
  base. Like Westonhaus, he too is a remnant, though a
  former Solomani Navy Marine. A bottle of unopened single
  malt scotch can be found in his desk at any time. Dagget
  has contacts of ex-Service personnel with Rebel leanings.
  Baert Hamish 
  Engineer
  Veteran NPC, human (Solomani) male, age 37 
  Classic Traveller:
  UPP: 8658A9
  Skills: Brawling 2, Engineering 4, Mechanical 3, Admin
  2, Bluff 2, Liaison 2, (Ground) Vehicle 1.
  TNE:
  UPP: 8658A9-0-9. 
  Combat Assets: Unarmed melee 13. 
  Other Assets: Construction 16, Starship's Architecture
  13, Persuasion 12, Bargain 12, Act/Bluff 12, Ground
  vehicle (wheel) 10.
  Motivations: Mr. Hamish is a front line supervisor who will
  be called in to answer the team members questions about
  the facility. He has been groomed for this role, being a
  pathological liar already (and as such has to be kept away
  from the workers for fear of bodily harm may befall him).
  He's a decent Engineer, but his tendency to embellish led to
  embezzlement, and this is how he's keeping out of jail-telling
  the whoppers of his life!
  Taxi Driver -Jimmy Nashe
  Undercover Agent
  Experienced NPC, human (Solomani) male, age 34
  Classic Traveller:
  UPP: 9A78A6. 
  Skills: Auto Pistol 2, Small Blade 2,  Bluff 4, Streetwise
  3, Liaison 2, Admin 1, Bribery 1, Forgery 1, Ground
  vehicle 1.
  TNE:
  UPP: 9A78AA-0-6. 
  Combat Assets: Slug Pistol 12, Small Blade 12. 
  Other Assets: Act/Bluff 14, Streetwise 13, Persuasion
  12, Disguise 13, Admin/Legal 11, Ground vehicle
  (wheel) 11, Bargain 11, Intrusion 10, Stealth 10.
  Motivations: Jimmy Nashe is the Taxi driver paged for the
  team members for ANY runs about town, (though after the
  second time, the Ebekharians will have a harder time
  making it look "coincidental"). Nashe is a college Actor drop
  out (failed the sciences minor requirements). He put himself
  through college driving a taxi, so his knowledge of the
  roadways comes natural, and he does "part-time" driving for
  the company (which receives a kick-back from the State
  Police for not scrutinizing their meters too closely), when on
  assignment for Off-worlders. Jimmy is fairly friendly, not real
  talkative like many taxi-cabbies, and usually strikes up
  conversation after the passenger's do (putting them more at
  ease). Jimmy keeps a photo collection tacked to his
  dashboard of himself, "his wife and four kids" (actually his
  sister, and her four kids, whom he supports), and works that
  into any personal "routine" RCES team members may strike
  up. The sister/"wife" is named Penny (they do not look alike
  (photo has been computer-retouched); the two boys are
  Alex and Andrew; the girls are Arbellatra and Arabella (their
  real names). As she is widowed, she has reverted to the
  family name, so their last names match his, "Nashe". As
  cover, even for psionic team member's attempting to read
  Jimmy, it's pretty airtight. Jimmy concentrates on driving,
  and thinks only when he has to reply to something
  unexpected. He is remarkably fit for a Cabby, though, not
  the pot bellied, smoking, gum chewing kind of stereotype.
  He fobs off this with his health food fetish (knows where all
  the good food is-"Don't eat the fast food man, cholesterol!
  Bad fer ya!"). Neither does he smoke. ("Please roll yer
  winder down ! If ya gotta do that." Or. "I'll have to deodorize
  the cab when yer gone. Runs me to money it does. Thanks
  Pal."). Jimmy keeps a body-pistol with silencer under his
  dash held by a magnetic clip, and several " small caliber
  "pocket guns" (380/9mm Kurz) /6-7rd magazines on leg
  holsters.
  
  -24-
  CHAPTER 4: COURSES OF
  ACTION
  PAY NO ATTENTION TO THE MAN BEHIND
  THE CURTAIN
  The RCES team are now faced with two incompatible sets
  of facts:
  The investigation of the Guilded Lilly revealed it was a new
  purpose built TL12 vampire disguised as a commercial
  starship, and all data in the remains of the Lilly’s databanks
  point to Ebekhar.
  The initial impressions of Ebekhar, show a TL7 human
  society, with limited (and rather secretive) high tech facilities
  – specifically the TL12 Bedwell shipyards, with not a
  vampire is sight.
  One of these must be wrong!
  The RCES team will try and investigate, however the
  Ebekharians will not allow the team to run around loose on
  their world. 
  The Krypteia special police will monitor the team
  member’s rooms at the hotel, and Krypteia agents will be in
  place as minor hotel functionaries. They will report the
  team’s movements to Chief of Detectives “Nizrim Levenskii”.
  Every time the team leaves the hotel, they will get the same
  taxi and driver – Jimmy Nashe. If the team ask the concierge
  at the hotel, he will confess that the taxi drivers on Ebekhar
  are notoriously bad, so when the hotel finds a decent one,
  they tend to stick with him. But the team may begin to
  wonder how many times they can get the same driver.
  Whenever the team members want to go, their
  government liaison officer Gregorii Kilcrease will be in the
  hotel lobby to greet them, and their taxi driver will be waiting
  outside.
  It will take a concerted effort to elude their watchers.
  Evading their watchers once will result in the team being
  warned by Gregorii Kilcrease, and an increase in security
  around the team. Repeated attempts to evade their
  watchers will prompt the government to retaliate.  Only if the
  team members can evade their watchers without alerting
  them, can they investigate reasonably freely.
  The following possible investigation routes are open to the
  RCES team.
  MONITOR THE AREA FROM THEIR SHIP
  With the Riggins Victrix docked at a landing pad at Clotaire
  down, the ship’s sensors are extremely limited in how they
  can be brought to bear:
  Densitometer: The densitometer can be roughly focussed
  onto the area of the Bedwell Yards underground industrial
  facilities and will confirm the presence of large underground
  spaces, but it is unable to produce the normal 3D map due
  to the current location of the sensor.
  AEMS / PEMS. These can only focus upward due to the
  blast berm around the launch pad. They can easily track the
  two orbiting SDB’s and a number of orbiting satellites. A
  survey roll (TNE: Difficult, CT: DM0) will highlight a small
  discrepancy. Whilst the purpose of most of the satellites can
  be determined (and the sensor equipment can even decode
  most of the transmissions), there are a number of satellites
  whose purpose is not apparent. 
  An sensor / computer task (TNE: Average, CT: DM+2)
  (TNE: easy, CT: DM+4, with active sensors, but it will alert
  the orbiting SDB’s) with the passive sensors will build up
  very accurate holographic images of the orbiting satellites. A
  (TNE: average astrogation / sensors / naval architect, CT:
  Navigation / sensors / computer / naval architect, DM+2),
  task roll will identify several of the satellites as military
  observation satellites, but several appear to be secure
  communications satellites, but strangely whilst these
  satellites have tight beam receivers pointed planet ward,
  there do not appear to be any transmitters pointed
  planetward. 
  A (TNE: difficult observation, CT: Recon DM0) roll whilst
  strolling around the starport will identify several tight beam
  communicators pointed at the orbiting satellites. A (TNE:
  difficult astrogation, CT: navigation DM+2) task roll (TNE:
  easy, CT: DM+4, if a hand computer is available) will allow
  an approximate bearing to be taken. Whilst some are
  pointed at obvious communication satellites, several are
  pointed at the secure comms satellites.
  An Intelligence (TNE: Difficult, CT: DM0) Roll, will cause
  the team member to remember that the Victrix has sensor
  logs for the approach and landing on Ebekhar. A sensors /
  computer (TNE: Difficult, CT: DM0) task roll can combine
  the two sensor logs into one to give a complete 3D image of
  the mysterious satellites. They show a tight beam
  communicators pointed outwards. An (TNE:
  easy
  astrogation, CT: Navigation DM+4) roll will plot the direction
  of the tight beam comm – It is pointing at the moon Hope. 
  INVESTIGATE THE FACTORY/SHIPYARD
  Access to the underground factory is extremely limited,
  with only 2 express passenger lifts and 2 freight elevators.
  Coupled with the fact the factory is behind a perimeter fence
  and guarded by a platoon of troops, then unauthorized
  access will not be easy. Details of the army contingent at the
  yard appear at the end of this chapter.
  The guarding troops are equipped with TL7 night vision
  equipment and regularly patrol the security fence. Even
  
  -25-
  worse, the fence is alarmed with capacitance sensors that
  will detect the passage of a body. At night the elevators are
  shut down and locked off.
  RCES team members will have to bypass the electronic
  security and roving guard patrols, and then activate the
  elevators, which will almost certainly alert any patrols
  nearby.
  • To detect the fence alarm system:
  TNE: Difficult: Intrusion / Electronics, portable sensor
  equipment will reduce this task to Easy 1 min
  CT: Electronics, DM0, portable sensor equipment will
  provide a DM+4 to this task.
  • To bypass the fence electronic alarm system:
  TNE: Difficult Intrusion, Formidable: Electronic. 5 mins
  CT: Electronics DM-2
  • To Avoid a Guard Patrol:
  TNE: Difficult: Intrusion.
  CT: Recon, DM0
  Combat environment suits or other high tech equipment
  will render the team members invisible to the guard’s night
  vision devices, and (TNE: decrease the difficulty level to
  easy, CT: DM+4) if the break-in is attempted at night.
  If the team members wish to investigate the actual
  underground factory then the details are presented below:
  • To activate the elevators:
  TNE: Average: Electronics, Engineering 10 minutes
  CT: Engineering / Electronics, DM+2. 
  • To avoid alerting the guards when operating an
  elevator:
  TNE: Impossible: Engineering / Intrusion. A loud
  external diversion, i.e. a very heavy truck passing the
  gatehouse, or a shouting mob, will decrease the
  difficulty level to Difficult.
  CT: Recon / Engineering, DM-4; A loud external
  diversion, i.e. a very heavy truck passing the gatehouse,
  or a shouting mob, will change the DM to DM0.
  It takes the elevators 2 minutes to ascend (5 minutes for
  the freight elevators) as they were locked off in the fully
  lowered position. If the guards were alerted then the
  remaining team members will have to hold off the guards for
  a considerable period. 
  However clever team members can crack open the
  elevator doors to expose the elevator shafts and descend
  manually, grav belts or climbing experience and ropes would
  be extremely useful here.
  Upon arriving at the bottom of the elevator shaft, the team
  can open the emergency hatch on the top of the elevator
  car, and access the factory complex beyond. When they exit
  the elevator, the team will be faced with a small white
  painted room with no furniture, and opposite them a dual
  swing fire door. This is locked, but only with a conventional
  domestic type lock.
  • To pick the door lock:
  TNE: Average: Intrusion 2 minutes
  CT: Mechanical / Streetwise, DM+2
  Opening the door will reveal a vast area in total darkness,
  turning on the lights will result in a depressing sight. The
  room is full of seats, TVs, beds, and even a kitchen and a
  canteen. There is no factory!!
  If the team members investigate the above ground
  facilities, they have a choice of the visitor’s center they
  visited earlier, the assembly areas, the warehouses or the
  waste tips. Moving between these locations will require task
  rolls to avoid the guards, and obvious activity (loud noises,
  lights etc.) will definitely attract the attention of a guard patrol
  VISITORS CENTER
  There is really nothing here the team members have not
  seen, except for a few offices, and most specifically the
  offices of Azrael Bedwell. A (TNE: Average Intrusion, CT:
  Recon, DM+2) task roll will allow the team to rake an office
  without leaving obvious clues. The minor offices hold
  nothing of interest, but Azrael’s office is more interesting.
  • A file containing her timesheets and pay slips, there are
  only records dating back a couple of years. An
  impressive position for someone with only a few years
  with the company.
  • An Intelligence Roll (TNE: Difficult, CT: DM0), will
  identify a small point, the early timesheets have a
  different name, but the same office payroll number. It
  seems that Azrael Bedwell was originally Azrael
  Novohig.
  • An TNE: Impossible Intrusion / CT: Recon DM-4 roll
  (TNE: formidable, CT: DM-2 with TL12 sensors, and
  TNE: Difficult, CT: DM0, with TL13+ sensor equipment)
  will spot a number of concealed bugs giving good
  coverage of the office. There is no telling if someone is
  aware of the team’s presence.
  If a team member turns on the factory monitor, he will not
  get a picture of a deserted factory, but a working factory full
  of workers. Surprising since the factory appears to be
  shutdown for the night. 
  • An electronics roll (TNE: Average, CT: DM+2) will allow
  
  -26-
  the team to take a copy of the scene on the monitor for
  further analysis, or the team can simply video the
  operating monitor.
  If a team member watches the monitor for a significant
  period (30 minutes plus), automatic if setting up a recording,
  then they may notice something suspicious.
  • An intelligence roll (TNE: Difficult, CT: DM0) will notice
  that the scenes seem to be repeating
  Computer analysis later on board the Riggins Victrix will
  confirm that the image is a pre-recorded sequence that
  repeats every 30 minutes.
  WAREHOUSES
  The warehouses are metal clad structures with simple
  locks. 
  • To pick the door lock:
  TNE: Average: Intrusion 2 minutes
  CT: Streetwise / Mechanical, DM+2
  Once inside the team can investigate by torch light with no
  fear of detection. Initially the warehouses appear rather
  boring containing crates and containers full of either finished
  items or bulk materials for the factory. Opening a few of the
  crates will confirm their contents.
  If the team investigates further into the warehouse they
  may notice a few discrepancies. 
  Away from the main thoroughfares, the crates and access
  ways are rather dusty which indicates they have not been
  moved for a considerable period. This will be noticed on a
  TNE: Difficult Intelligence / intrusion roll, CT: Intelligence,
  DM0. Cracking open one of these crates will discover bulk
  materials but no finished products from the factory.
  Sensor scans or detailed examinations of the crates at the
  end of one of the thoroughfares will discover that several of
  the crates are fixed together and will swing away to reveal a
  shaft, and at the bottom several grav floaters typical of an
  imperial era port.
  If the team descend to the bottom of the shaft (grav belts
  or ropes) they will find the shaft leads to two tunnels, one of
  which leads of in the direction of the factory, and the other
  that leads of in the direction of the main city.
  WASTE DUMPS
  The team can inspect the waste dumps if they wish. The
  dumps are a series of tips, with loose surfaces and no
  vegetation. Climbing onto the tips to collect samples may
  trigger a small landslide and potentially injury the team
  member and alert the guards.
  • To safely navigate the tips:
  TNE: Formidable: Dexterity (or climbing) 10 minutes
  Night vision equipment will reduce the difficulty level to
  Difficult.
  CT: Dexterity, DM-2. Night vision equipment will remove
  the DM penalty.
  • To avoid injury in a tip slide:
  TNE: Difficult: Dexterity or climbing
  CT: Dexterity, DM0
  • To avoid alerting the guards following a tip slip:
  TNE: Average: Dexterity / Intrusion
  CT: Dexterity / Recon, DM+2
  This task is routine no one really guards waste tips
  • To obtain a useful sample from the surface to a tip:
  TNE: Average: Intelligence, Survey, Prospecting 5mins
  CT: Intelligence, Survey, Prospecting; DM+2
  • To obtain a useful sample from the depths of a tip:
  As per surface sample except, that a rolls to maintain
  balance and not alert the guards are required (due to the
  physical effort in digging a deep hole to get the sample)
  Analysis back at the “Riggins” will reveal a few interesting
  points:
  • A chemical analysis (TNE: Average, CT: DM+2) of a
  surface sample will reveal weed-killer, who sprays waste
  tips with weed-killer?
  • A chemical analysis (TNE: Average, CT: DM+2) of a
  deep sample will reveal weed-killer, who sprays waste
  tips with weed-killer for several years?
  • A physical analysis (TNE: Engineering / Physics;
  Average, CT: Engineering / Mechanical, DM+2)  of a
  surface sample will reveal that the material is
  superdense. A difficult roll will indicate that it was all
  made about 2 years ago. 
  • A physical analysis (TNE: Engineering / Physics;
  Average, CT: Engineering / Mechanical, DM+2)   of a
  deep sample will reveal that the material is normal TL7
  steel waste. A (TNE: difficult, CT: DM0) roll will indicate
  that it was all made over 10 years ago.
  • A geological examination (TNE: Survey / Geology,
  Average; CT: Survey / Prospecting, DM+2) of a surface
  sample will reveal the waste has not settled, and
  appears to have been disturbed on a regular basis.
  • A geological examination (TNE: Survey / Geology,
  
  -27-
  Average; CT: Survey / Prospecting, DM+2) of a deep
  sample will reveal the waste has settled and has been
  there for at least 10 years
  Overall, the waste tips indicate that someone is attempting
  to create the impression of a TL12 industrial facility.
  ASSEMBLY YARDS
  The assembly yards are locked behind good quality locks
  with their own dedicated guard unit. 
  • To Avoid a Guard Patrol:
  TNE: Formidable: Intrusion. Combat environment suits
  or other high tech equipment will render the team
  invisible to the guards night vision devices, and
  decrease the difficulty level to average if the break-in is
  attempted at night
  CT: Recon, DM-2. Combat environment suits or other
  high tech equipment will render the team invisible to the
  guards night vision devices, and modified the DM to
  DM+2 if the break-in is attempted at night
  • To pick the door lock:
  TNE: Difficult: Intrusion 5 minutes
  CT: Mechanical, DM0
  Once inside, the enclosed nature of the yards will allow
  the team members to investigate by torchlight undisturbed
  by the guards outside.
  The team are free to climb about the two ships under
  construction and investigate them more thoroughly.
  Handheld sensor equipment and especially hand held
  densitometers or other engineering equipment would be
  very useful here and will lower all task rolls by TNE: one
  difficulty level, CT: DM+2
  • To locate a Lilly modification on a partially constructed
  ship:
  TNE: Difficult, Ships Engineering / mechanical /
  electronics / naval architect. 
  CT: Engineering / Mechanical / Electronics / Naval
  architect, DM0
  A successful task roll will find no such modifications on
  either ship.
  • To notice that the welds on the hull plates are “Wrong”:
  TNE: Difficult: Ships Engineering.
  CT: Engineering, DM0
  A successful task roll will notice that the welds have not
  been made with TL12 laser welders but with TL7 welding
  equipment. 
  • To notice that ship fittings show unusual wear:
  TNE: Difficult: Ships Engineering, Service
  CT: Engineering, DM0
  A successful task roll will notice that various ship fittings
  show wear where they have been repeatedly assembled
  and disassembled.
  It looks like the two ships are in permanent construction,
  and have been repeatedly assembled and disassembled,
  hardly a booming TL12 shipyard capable of producing Far
  Traders.
  EXAMINING LOCAL RECORDS
  The team can freely visit the local library, or do information
  searches via the local computer net. If the team members
  use the computer net, the Krypteia will monitor their activity,
  and if they start to uncover potentially incriminating
  information, the Krypteia will generate spurious negative
  search results or file not found responses. If the team tries
  again in a few days then the Krypteia will have generated
  several fake files and inserted them into the computer net to
  diffuse the team’s suspicions. Clever and computer literate
  team members may be able to detect the Krypteia
  tampering and false files (TNE: Formidable Computer task
  roll, CT: Computer, DM-2).
  The team have approximately 1 hour on each research
  topic before the Krypteia determine their approach and start
  blocking their searches:
  HEALTH RECORDS
  An investigation of accident / health records would
  normally discovers a few accidents or deaths at major
  industrial plants. A successful computer roll (TNE: Difficult,
  CT: DM0) will find the records for Bedwell Shipyards. They
  have no accident records, not bad for an experimental yard
  operating 5 tech levels above the planetary norm for the last
  decade or so.
  ENVIRONMENTAL RECORDS
  Again, a high technology facility like a TL9/12 shipyard
  should have some effect on the environment, but a
  successful computer (TNE: Difficult, CT: DM0) task roll will
  find no such effects.
  TALKING TO THE LOCALS
  The team will have to evade their watchers to successfully
  attempt to talk to the locals. However the press coverage of
  the team’s landing and the interviews will make the team
  members celebrities. The locals will recognize the team on
  an intelligence task roll (TNE: Average, CT: DM+2), and
  either pester them like celebrities or report them to the
  police.
  Only if the team disguise themselves do they have a
  chance of having a free discussion with a local. The referee
  should remember that crude questioning will alert the locals,
  
  -28-
  who will probably report them to the police. The Ebekharians
  are in a state of siege from the oppressed descendants of
  the St Denis colonists, and are watchful for St Deniser
  infiltrators.
  The team’s best source of information (and potentially the
  greatest risk of discovery) is at the bars and clubs
  frequented by the yard workers. A streetwise task roll (TNE:
  Average, CT: DM+2) will quickly identify the hangouts of the
  yard workers.  
  • A streetwise or liaison task roll (TNE: Difficult, CT:
  DM0) will allow the team to latch onto a bunch of yard
  workers. It is up to the team members to role-play
  themselves into the company and confidence of the yard
  workers. Any group of yard workers the team approach
  will include Jorge Pinhos, Haando Zhuniishkam, Beryl
  Abercrombe or Bill Saasuruk.
  It will be difficult to get information out of the yard workers
  except where detailed in the NPC profiles. On an
  intelligence roll (TNE: Formidable, CT: DM-2), one of the
  team will recognize Jorge from the factory surveillance
  monitor. On the surveillance monitor he had a bandage on
  his upper arm, but now he is proudly showing off his new
  tattoo. If the team tours the factory again later, the
  surveillance monitor will still show Jorge with a bandaged
  arm.
  UNEXPECTED HELP
  If any of the team’s attempts at investigation draw official
  interest (i.e. alerting the guards at the factory, or raising
  suspicions when talking to one of the locals), they will be
  aided in their attempts to evade pursuit by a car or a couple
  of individuals distracting or delaying the pursuers. Although
  they don’t know it, a cell of the resistance headed by
  Chizuru Yukosawa has been watching the team, and will
  attempt to surreptitiously aid them. However if the team
  members appear bumbling the resistance will not help for
  fear of being exposed.
  PUTTING IT ALL TOGETHER
  Based upon their investigations the team will determine
  that the factory and the yard are fakes, and incapable of
  building either TL12 Jayhawk Far Traders or even the
  orbiting TL9 Mastiff / Wolverine SDB’s. This will give rise to
  the following questions:
  • Why are the Ebekharians attempting to fake a TL12
  shipyard?
  • Where is the industrial facilities that produced the
  SDB’s and may be even the Guilded Lilly?
  • What should they do now?
  EBEKHARIAN NPCS
  EMPLOYEES AT "BEDWELL YARDS"
  Jorge Pinhos
  Mechanic 
  Novice NPC, Human (Solomani) male, age 23. 
  Classic Traveller:
  UPP: 776766. 
  Skills: Cudgel 1, Engineering 1, Mechanic 1, Ground
  vehicle 1. 
  TNE:
  UPP: 776766-0-6. 
  Combat assets: Armed martial arts (large club) 9. 
  Other assets: Machinist 11, Mechanic 9, Ground
  vehicle(wheel) 8.
  Motivation: Jorge has just finished his first term here with
  the company and likes it. He's learning a trade, and getting
  paid for it. He's happy enough not to want to "rock the boat".
  Has a Tattoo on his left shoulder (his jumpsuit overalls are
  sleeveless) of a stylized crucifix. (In looped tape on Secure
  Cams this was bandaged). Wears a blue bandanna lopsided
  on head. Doesn't know jack about the vampires, but he'll
  drink a few pitchers of beer to finally tell the team “Man, I
  doan' knows whats yer talkin aboush."
  Haando Zhuniishkam 
  Electrician/Mechanic
  Experienced NPC, Human (Vilani) male, age 30 
  Classic Traveller:
  UPP: 7768A5. 
  Skills: Electronics 3, Mechanic 1, Ground Vehicle 1. 
  TNE:
  UPP: 7768A7-0-5. 
  Combat assets: (none). 
  Other Assets: Electronics 16, Machinist 11, Ground
  Vehicle(wheel) 11.
  Motivation: Haando has worked for Bedwell Yards since
  it opened, and is mindful of keeping his mouth shut, due to
  his heritage, and that despite the fact he's one of their best
  electricians, he has a family to feed (six kids, two dogs, a
  leaky roof, 12 year old furniture, and a car that keeps
  breaking down). If approached by team members, he will
  admit to nothing out of the ordinary, even though he knows
  none of the "Ship's" ever get finished, they just get
  reassembled later. (on secure-Cam his face is always dirty.).
  "I don't want any trouble", and "Please leave me alone" are
  his two favorite phrases.
  Beryl Abercrombie 
  Welder/Mechanic 
  Experienced NPC, Human (Solomani) female, age 30,
  (three terms)
  Classic Traveller:
  UPP: 797684. 
  
  -29-
  Skills: Brawling 1,  Mechanic 3, Ground Vehicle 1.
  TNE:
  UPP: 797689-0-4. 
  Combat assets: Unarmed melee 9. 
  Other Assets: Welder/Machinist 15, Ground Vehicle
  (wheel) 11, Mechanic 10.
  Motivation: Beryl is one of the top welders in the 'Yards,
  but from her paycheck you wouldn't think so. Her pay is
  being garnished for a propane gas- powered forklift she
  blew up accidentally, and so gets only a smidgen of her due
  pay each pay period (until its paid off). Beryl thinks the
  Bedwell management is being unfair to her, and wanted to
  reduce the monthly payments to spread things out further,
  so she'd have more of her pay. Management decided
  otherwise. Beryl is the team's disgruntled employee contact.
  Her sense of justice is offended by the obvious (to her)
  swindle going on, but she needs the money (her sister's
  husband was killed in a factory accident and the courts are
  withholding insurance payments till the matter is cleared of
  possible charges of sabotage.) for her and her sister. Beryl
  talks as foul as any sailor, but she scrubs up nice.
  Bill Saasuruk 
  Mechanic/ Law Enforcement Agent
  Experienced NPC Human Male 39 years old (2 terms
  laborer, 2 terms undercover agent)
  Classic Traveller:
  UPP: 878865
  Skills: Brawling 2, Auto Pistol 1, Bluff 3, Liaison 1,
  Interrogation 1, Mechanic 1.
  TNE:
  UPP: 878866-0-5
  Combat Assets: Slug Pistol 10, Unarmed Martial Arts
  (boxing) 13 
  Other Assets: Act/bluff 13, Persuasion 11, Interrogation
  10.
  Motivation: Bill has worked as a strike breaker, scab and
  police mole in the local labor movements and working in the
  resistance as an infiltrator. The last year he has worked as
  a police mole in the shipyard labor force in order to be able
  to "guide" suspicious customers to keep them from figuring
  out the secret and to alert the secret police if the team are
  too nosy.
  ARMY PATROL AT BEDWELL YARDS 
  COMPANY A- 2/187th MOTORIZED RIFLE REGIMENT,
  1st PLATOON (TL7)
  1st platoon consists of 46 soldiers in three ten-man
  squads with a ten-man heavy weapons squad and an APC
  section in support.  Soldiers are armed with TL7 ACR’s and
  flak jackets unless otherwise noted.
  The platoon leadership consists of;
  1x Lieutenant/O-2 - 1LT. Andrei Dubrowskii, (2 terms)
  UPP: 987AA9
  Classic Traveller:
  Skills: ACR 2; Autogun 1, Leadership 2, Ground Tactics
  1, Liaison 1, Ground Vehicle 1, Navigation 1,
  Communications 1.
  TNE:
  Combat Assets: Slug rifle 12, Autogun 12, Thrown
  weapon(grenades)10.
  Other Assets: Leadership 12, Ground Tactics 12,
  Liaison 12, Ground Vehicle 10, Navigation 10,
  Communications 10.
  1x E-7 Leading Sergeant - Melvin Gaarvi  (7 terms)
  UPP: 677B97
  Classic Traveller:
  Skills: ACR 4, Autogun 3, Heavy Weapons 3, Grenade
  Launcher 2, Ground Vehicle 3, Tactics 3, Leader 3,
  Instruction 3, Communications 2, Brawling 2, Navigation
  2, Medical 1. 
  TNE:
  Combat Assets: Slug Rifle 14, Grenade Launcher 14,
  Autogun 14, Thrown weapon (Grenades) 13.
  Other Assets: Ground Vehicle 14, Instruction 14,
  Leadership14, Ground Tactics 13, Communications 13,
  all other skills 12's
  4x E-6's / Gunnery Sgt’s /Squad Leaders  (4 terms) 
  UPP’s: 787796 each.
  1st SQL-  E6/ Istas Duree, 2nd SQL- E6/ Kelly Hossack,
  3rd SQL- E6/ Brandon Greenawalt,
  Classic Traveller:
  Skills: ACR 3, Grenade Launcher 3, Ground tactics 2,
  Communications 1, Brawling 1, Instruction 1, Leader 1,
  Medical 1. 
  TNE:
  Combat Assets: Slug rifle 13, Grenade launcher 13,
  Unarmed combat 12.
  Other Assets: Ground tactics 13, Instruction 13,
  Communications 12, all other skills 10's.
  Weapons Squad leader  E6/ Gregor "Panzer" Jager. 
  Classic Traveller:
  Skills: Autogun 3, Grenade launcher 3, ACR 2, Heavy
  weapons 2, Instruction 2, Leadership 2, Navigation 2,
  Ground tactics 2, Communications 2, Ground Vehicle 1,
  Brawling 1, Medical 1.
  TNE:
  Combat Assets: Autogun 14, Grenade launcher 13,
  Antitank weapons 13, Unarmed combat.
  
  -30-
  Other Assets: Instruction 13, Leadership13, Navigation
  13, Ground tactics 12, Communications 12,  all others
  10's.
  8 x E-5's/  E4’s SGT’s/ Lance SGT’s 
  A-team leaders (1A, SGT Chainey;  2A SGT Halberg, 3A
  SGT Rojic, & 4A SGT Fuqua.)
  UPP: 787786 each,
  Classic Traveller:
  Skills: ACR 3, Grenade Launcher 2, Leader 1,
  Communications 1, Navigation 1, Tactics 1, Ground
  vehicle 0, Medical 0. 
  TNE:
  Combat Assets: Two at Level 13's. 
  Others Assets: One at Level 13, Two at Level 12
  B-team leaders (1B, CPL Lode; 2B, CPL Plevich; 3B,
  CPL Golombowski; 4B, CPL Wakeland.)
  UPP: 676775 each
  Classic Traveller:
  Skills: ACR 2, Grenade Launcher 1, Leader 1,
  Navigation 1,  Tactics 1,  Ground vehicle 0, Medical 0. 
  TNE:
  Combat Assets: Two at Level 12. 
  Others Assets: One at Level 12, Two at Level 10
  32 x E1-3's, Privates, Lance Corporals, Corporals (1
  term). 
  UPP: 676774 each
  Classic Traveller:
  Skills: ACR 1, Grenade Launcher 1, Tactics 1,  Ground
  vehicle 0, Navigation 0, Medical 0. 
  TNE:
  Combat Assets: Two at Level 10. 
  Others Assets: One at Level 10, Two at Level 8.
  Vehicle Section (From Headquarters  Platoon,
  Company. A-2/187) 
  1x Command/ Radio Truck 4WD (light skinned
  vehicle), TL7, AV-1. 
  Crew: Driver (E-4), Vehicle Commander (E-5+), 3x
  Radio Operators (E-3's). 
  Driver and Commander have side arms (10mm/HE rds),
  radio operators each have folding stock ACRs (5mm,
  TL7, Kalashnikov styled/ 30 rd magazines, 7 each).
  Radio: 2x 30km, 1x 100km. 
  Other: Amphibious capable. 
  4x "PBR-60" 8WD APC's (light skinned vehicle), TL7,
  AV-2 (Turret AV-3) 
  Crew: Driver, Gunner, and Commander. (All have 10mm
  sidearm). Total of 12 men, attached to 1st Platoon. 
  Passengers: 1x ten-man squad (5 Side door exits
  (each), rear hatch(1), belly hatch (2), gun ports top/
  sides, cramped Solomani design.
  Armament: 1x 13mm rotary Autogun, in one-man turret
  (ball, Tracer, AP, and HE rds linked) in 200 rd belts.
  Basic gyro-stabilization.
  Radio: Short ranged: 1x 30km., 1x 100km. 
  Other: Amphibious capable. 
  These troops are bivouacked nearby with two more
  complete platoons (each with 5 vehicles) plus five more
  support vehicles of the HQ platoon (Chow truck, and four 5-
  ton heavy troop trucks). The troops maintain security at the
  facility entrances and high -speed avenues of approach.
  Troops remain on station for 24 hrs, then another platoon is
  rotated in. Security is currently relaxed, at 33%. Should
  RCES team or terrorists/ rebels attack, this will increase,
  and a commensurate amount of firepower will be brought in
  to step up the presence.
  Four more rifle companies on this guard rotation from the
  2nd Battalion are within thirty minutes alert status at their
  nearby Regimental Billets. The 1187th Motorized Rifle
  Division has regimental-strength organic Helicopter gunship
  support on call, also within 30 minutes. The 1187th Mtzd.
  Div. is a combat effective unit, having recently re-deployed
  back from counterinsurgency operations in the backcountry
  versus a small but ever-increasing rebel force of terrorists
  and guerrillas. This is a "cake" assignment after meritorious
  service to the State.
  Dubrowski is a new Platoon leader. The last 1st Platoon
  Leader was field promoted to Company Commander after a
  vehicle ambush killed the CO. As such, SFC Gaarvi is
  omnipresent. He is the single most decorated soldier in the
  outfit, and is next in line for 1st Sergeant (E-8), and
  represents the greatest threat to the RCES team. He is the
  "father" figure of the platoon. 
  The arrangements go as follows: the MG-AT SQD covers
  the entrances (2) to the factory (worker/ commercial) each
  covered by a 7mm MMG team (2 men) & an Anti-armor
  team (1x RPG-7 bazooka, 2 men). Each gate is also
  guarded by one APC (plus crew) and one of the dismounted
  squads, though only one fire team will be "on duty" every 4
  hrs. Troops have Flak jackets, and have been trained to spot
  bombs/ explosive devices on persons and vehicles with the
  aid of two K-9 dogs from the Police Ordinance Disposal Unit
  at each gate. As they have been at this once very three days
  for the past three months, they know the employees by face
  very well. Strangers will be scrutinized. Gaarvi is an old
  soldier, and will retire in 3 more years.
  The other two squads are split between roving patrol (foot,
  1 Sqd) and mounted roving patrol (with troops). Gaarvi splits
  the duties up between his three "line" SQL's, leaving his
  right hand man, SFC Jager to maintain the gates. Hot chow
  comes from the bivouac at 0730, 1100, and 1630.hrs. There
  
  -31-
  is a limited amount of Night vision gear, mounted on the
  7mm MMG's, and on each of the two 5mm SAW LMG's per
  SQD. Only the PL, PSG, MG & SQL's have the personal
  NVG's (PVS-5 equivalents). 
  Of somewhat an alarming note, on uniforms of the
  Ebekharian Army, rank tabs and badges are not worn "in the
  field". Only Military schools, and regimental badges are. Like
  the Terran British army, the Para wings on the sleeve for
  service in the Parachute Regiments, usually in rows for
  terms served. SFC Gaarvi has four; LT Dubrowski, one;
  SFC Jager six; SSgt’s Greenawalt and Hossack have three
  each. All the A-Team SGTS have at least one. Half of the
  CPL's do as well. There are 9 E-4's with 1 Para badge.
  Three are in Hossack's SQD, four in Greenawalt's Sqd; and
  two in Jager's (Anti armor teams). 
  These are not the "best" troops in the world, but they are
  also not some TED's hopped up bullyboys either. 80% of
  this platoon (and the other two) have worked, and fought
  side by side for the past year and a half. The other 20%
  have been integrated over the last three months and are
  "working out", as Gaarvi is quick to can anyone who cannot
  keep standards of discipline and training, and doesn't suffer
  "Politicos" in his NCOs’, bad enough the LT is one, but at
  least he's a Para. If the team members keep things quiet,
  they will not have to face these men, who are not afraid of
  gunfire.
  
  -32-
  CHAPTER 5: TRUE HISTORY
  OF THE EBEKHAR SYSTEM
  This chapter provides the referee with the true history of
  the Ebekhar system since late 1128 to the current day, and
  allows the referee to understand the real goings on within
  the system.
  In late 1128, a more aggressive and expansionist
  government came into power on St Denis. It sought to
  establish a small pocket empire and resolve some of its
  resource problems. Initially the St Denis government tried to
  buy undeveloped real estate within the Ebekhar system, and
  then even a negotiated change of status of the entire system
  to a colony. The locals refused. However the military
  resources of a high population, industrial TL11 world are
  considerable, and the Ebekhar’s planetary defense forces
  just could not stand the sheer weight of numbers, especially
  when the invaders were stiffened by a number of TL15 units.
  St Denis imposed a colonial style government and started
  shipping large numbers of “volunteer colonists” to work the
  agricultural land on Ebekhar and its two hospitable moons.
  By the time of the collapse, nearly 30 million colonists had
  been shipped in. The Ebekhar natives were treated as
  second class citizens.
  The virus was brought to the Ebekhar system on board a
  small fleet of large bulk freighters carrying another load of
  colonists. The fleet infected the system, and then dove into
  the heart of the sun with over 40,000 colonists on board.
  Fortunately there was little high tech infrastructure left for
  the virus to infect (except for a few systems brought by the
  new government). This, together with the hospitable nature
  of Ebekhar’s environment ensured that the bulk of the
  population survived. 
  When the collapse came, the Foundation staff was able to
  revive some of the patients and other occupants and
  arrange for their partial transport down to the main world. In
  all they managed to revive almost 5000 souls. The number
  of St Denis colonists and low berth revives caused a surge
  in planetary population, and birthrate that has lasted into the
  new era.
  The effects of the collapse dropped the planetary
  technology to approximately TL6/7. The St Deniser colonial
  government declared independence (a moot point as St
  Denis had perished during the collapse). They renamed the
  world Decius after the former ruler of St Denis and started
  reshaping the planet in their image. The native Ebekharians
  were treated as second class citizens or worse, and pushed
  off the best land etc. The limited technology available made
  numbers count, and the Ebekharians were soon placed on
  a series of reservation islands, and the wet navy ensured
  that they stayed put. 
  Over the next 45 years, the St Denis colonists slowly
  rebuilt their world to a solid TL7 with glimpses of TL8. Their
  location and the incidental presence of the vampire ships at
  Iqorr meant that roving vampires or pirates did not bother
  Ebekhar. Technology may have climbed further but for the
  constant low level insurrection by the native Ebekharians,
  who constantly sniped at government garrisons, and staged
  assassinations and bombings.
  The survivors of the Susan Gage Facility on Hope formed
  small underground communities in the vast low berth vaults.
  They hid to avoid any potential retaliation from the
  government of Decius. The hard underground lifestyle
  resulted in splits in the community that have accelerated
  over time. The dwellers in Hope’s Warrens are dealt with in
  a later chapter.
  In 1175 everything changed, an Imperial era 20ktn Bulk
  transport appeared in system loaded down with SDB’s. The
  SDB’s were TL15/14 imperial relic vessels salvaged from
  Depot. The planetary defenses tried but failed to stop the
  invaders, the TL14/15 SDB’s were just too fast, heavily
  armored, and carrying too much EMMC to be affected by
  crude TL7 planetary defense missiles.
  The SDB’s swept aside the planetary defenses, then
  stopped in orbit. The bulk transport then issued an
  ultimatum, the government of Decius was to surrender or
  face planetary bombardment. Faced with nuclear
  annihilation, the government surrendered. While the SDB’s
  orbited, covert transmitters within the Ebekhar reservations
  broadcast to the orbiting fleet, thanking them for their
  liberation of the native population from the “Evil” off
  worlders. Then the Ebekharians made an offer, they would
  happily govern Ebekhar on behalf of the invaders. The
  invaders considered and agreed. 
  Under the threat of the orbiting SDB’s, the native
  Ebekharian population moved out of their reservations in the
  capital city and surrounding environs. The St Denis colonial
  population was disarmed and shipped onto the old Ebekhar
  reservations and some of the other less desirable cities.
  Then the new Ebekharian government finally met their
  benefactors. A government delegation was transported
  above the Bulk Transport, and found it crawling with robots.
  The ships were vampires!
  The Bulk Transport operating under the name “Ernest”
  made it clear that the vampires were here to stay, but they
  would accept the Ebekharians as native governors. As a
  reward for their loyalty, they were presented with three TL9
  Mastiff SDB’s for planetary security. But two of the vampire
  SDB’s would remain in system to ensure their loyalty. The
  Bulk Transport, then announced that a viral intelligence had
  been installed into the computer banks of the Susan Gage
  facility on Hope and would be the Virus’s representative in-
  
  -33-
  system. The natives were shocked, but after a quick
  discussion they agreed, and their leader Dr Artisha Karchi
  agreed to the vampires demands and was proclaimed
  president for life. The bulk transport and the majority of the
  SDB’s soon left and returned to the Iiselu system.
  In the following years Dr Karchi and her Westfalen party
  (named after the township where Dr Karchi grew up) have
  ruled the “Free Republics of Ebekhar” with an iron hand. The
  Ebekharians have imposed a naval and air blockade of the
  islands populated by the St Denisers. Army units operating
  out of heavily fortified garrisons patrol the islands, and the
  three SDB’s provide the ultimate threat of planetary
  bombardment. Party status soon became necessary for
  rapid advancement in government service / the armed
  forces, and elite units like the SDB’s are only available to
  party members in good standing. Naturally a thriving black
  market has grown up to provide party only items to the
  general populace.
  The Virus has kept its promise and supplied Dr Karchi with
  limited amounts of TL9 small arms, ammunition and radios.
  The Viral Intelligence on Hope named itself “Lillian”. It has
  unfortunately developed rather unusual side interests. From
  the extensive medical library in the Foundations databanks
  it has started medical experiments, first on Warren dwellers
  then on political prisoners from Ebekhar. The threat of
  experimentation has done wonders to reduce open acts of
  revolution. In addition it has trawled through the contents of
  the low berths and revived several useful remnants,
  including the head of the planetary defenses and one of the
  SDB captains. Its control of the low berths has allowed it to
  threaten several important locals with threats against the
  well being of frozen family members still in the low berth
  vaults. Over the years, and especially recently, the
  Westfalen party has taken to remanding family members of
  prominent St Denisers in protective custody and shipping
  them off to the low berth vaults on Hope.
  In 1194, Dr Karchi died of cancer and was replaced by
  Vladimir Cotov. Pictures and statues of the two presidents
  adorn every public place and many private ones. The St
  Denisers used the presidential change as a signal for an
  armed uprising that was only put down with the help of the
  two vampire SDB’s under Lillian’s control. The Ebekhar
  campaign was a significant drain on Ernest’s resources and
  it pondered other approaches. Then in late 1194, it had an
  idea. It would use the Class B port on Iiselu to produce virus
  infested starships, which would spread copies of itself
  amongst the stars, and vastly increasing its domain. The
  new ships would have hidden facilities to disguise the fact
  the ship was a vampire. 
  Ernest decided to sell its covert vampires to human ships
  crews. This had several advantages:
  1. It would gain the second hand ships.
  2. The ships’ crews would maintain and protect their new
  ships, and also the hidden vampire.
  3. The ship’s crews would add an air of authenticity to
  their ships.
  4. The human crews would automatically travel between
  the remaining high tech planets, and quickly allow its
  vampires access to this infrastructure. It would save
  Ernest the effort exploring the sector.
  5. Multiple covert vampires would make tracing any
  source of virus outbreak more difficult.
  Then its reasoning hit a problem, if one of the covert
  vampires was discovered, then any avenging fleet would
  strike at Iiselu. So it came up with a further plan.
  Whilst the vampire facilities on Iiselu worked to produce a
  jump drive production facility, Lillian was charged with
  creating a false shipyard front in the Ebekhar system. The
  Westfalen party set up a ruling council – “The Board of
  Trade”, produced a fake shipyard, and evidence of TL12
  industrial facilities, together with a number of cover stories,
  in case of investigation / attack by outside sources. 
  The St Deniser resistance took several years to overcome
  the wounds inflicted upon it during the unsuccessful
  insurrection, and is now carrying out a campaign of guerrilla
  activities against army patrols and garrisons. Resistance
  activities in the Capital City are limited to intelligence
  gathering activities for now.
  Lillian hid a flight of two SDB’s in Hope’s oceans. A covert
  listening post was placed in the rings of planet 6. A further
  flight of three SDB’s was hidden amongst the moons and
  rings of the outer gas giant. These outer system defenses
  were to provide protection for the Bulk Transport when it
  entered the system to deliver a new covert vampire ship and
  will not intervene in combat around Ebekhar.
  Then in early 1200, Guild Captain Auturo entered the
  system and was captured by Lillian’s SDB’s. Auturo and the
  vampires struck up a deal, and in 1202, Auturo took the first
  of the covert vampires “The Guilded Lilly” to Berens. The
  results are detailed in the TNE adventure “Guilded Lilly”.
  Meanwhile Captain Auturo’s sister remained in the Ebekhar
  system as insurance against the Captains good behavior.
  She has rapidly adapted to life with the top circles of the
  Westfalen party and soon married a wealthy party member,
  the industrialist Bentley Abrams Bedwell, and owner of the
  fake Bedwell shipyards. She has made rapid progress and
  is now one of the members of the “Board of Trade”.
  In late 1200, the RCS Ship Mississinewa (a Broadsword
  Class Mercenary Cruiser) entered the system on deep
  reconnaissance into the depths of the Diaspora Subsector.
  It was looking to allies, guild facilities and the missing Dawn
  League ships.  The Mississinewa approached Ebekhar
  
  -34-
  undetected (the listening post was off line for maintenance)
  and detected suspicious activity around Ebekhar and Hope.
  The Ebekharians tried to stop the Mississinewa from leaving
  and had to be reinforced by the two vampire SDB’s from
  Hope. The resulting battle saw one of the Mastiffs destroyed
  (since replaced by Ernest’s shipyard on Iiselu), and the
  Mississinewa badly damaged. It mis-jumped out of the
  system leaving one of its cutters behind. The cutter crashed
  in the ocean on Hope. Details of the lost cutter are
  presented later in this adventure, whilst the fate of the
  Mississinewa will be discovered in Part 3.
  The Ebekharians will make every attempt to convince any
  curious explorers that they are the source of the new Far
  Traders whilst protecting the vampires that keep them in
  power. The covert listening post near planet 6 will alert
  Lillian by tight beam communicator of any new arrivals
  within the system. Lillian will alert the Board of Trade who
  will send out two of their SDB’s on customs duty. The SDB’s
  will inspect approaching ships and delay them sufficiently for
  the Ebekharians to start their show. The secondary purpose
  of the SDB’s is to get visiting ships on the ground as quickly
  as possible to prevent them doing revealing orbital scans. 
  The SDB’s will determine if visitors are free traders,
  Guilders etc. and allow the people on the ground to use the
  appropriate cover story (see Chapter 3). If necessary Azrael
  Bedwell will pose as a Guild Factor for Guild allied visitors.
  If the RCES team determine that Ebekhar is a fake, then the
  native forces will try and stop the team. If the team moves
  against Lillian on Hope, then she will send her two SDB’s
  against them. If the RCES team lands, Lillian’s' forces will
  defend their area. If the team have not discovered Lillian’s
  presence she will only attack if confident of victory. 
  The outer defenses (SDB and listening post) answer to
  Ernest, and not to Lillian. They will not intervene in fighting
  between the RCES and Lillian’s forces. They are there
  purely to defend the Bulk Transport on its occasional
  delivery runs. They will watch any combat and report back
  to Ernest the next time the Bulk Transport enters the
  system.
  
  -35-
  CHAPTER 6:
  CONFRONTATION
  Now that the RCES team have determined that the
  Bedwell Shipyard is a fake, what will they do with the
  information:
  CONFRONTING THE GOVERNMENT
  If the team confronts the government, then the response
  depends upon who they talk to:
  PORT AUTHORITY INSPECTOR GARRI VORHUUS
  If the team bring their evidence to Garri, he will not tell the
  official line, but warn them that they have stumbled onto a
  government secret that the shipyard is located elsewhere,
  he will then say that the government would be very annoyed
  if it knew the team had discovered its secret. Any streetwise
  team member will see that Garri is angling for a bribe and a
  large one at that.
  If the team satisfy Garri’s greed then he will actually keep
  quiet. If not, he will seem happy, but report the team to the
  Krypteia as soon as the team have left.
  TRADE AUTHORITY REPRESENTATIVE AZRAEL
  BEDWELL
  If approached in confidence, Azrael will look sheepish and
  take the team to one side. She will admit that the shipyard is
  a fake, and the real shipyard is hidden elsewhere within the
  system as part of a security measure to prevent Guild /
  Pirate / Vampire attacks. She complements the team on
  their skill but refuses to divulge the location of the shipyard.
  Once the team leave she will alert the Krypteia, who will
  place the team under even tighter surveillance, if the team
  seem to have bought Azrael’s story then the team will be
  allowed to leave. If not the Krypteia will act – See below:
  COLONEL ARCHIBALD WESTONHAUS
  If the team discreetly visits the Colonel (perhaps to
  present him with a commemorative gift from the RC or an
  souvenir item from a relic imperial unit), and then reveal the
  results of their investigations, the Colonel will have his CSM
  shut the doors and herd the clerks out of the outer office.
  If the team have been rather clumsy, and don’t seem very
  capable, then he will give the team the official government
  story as detailed under Azrael’s entry. However if the team
  members have appeared extremely capable, and have not
  alerted the Krypteia during their investigations and have
  some members with military experience, then Colonel
  Archibald will ask the team about the military strength of the
  RC and if the RC knows that the team are at Ebekhar.
  If the team’s responses impress the Colonel, and he
  learns of the RC's strength and can be assured that a relief
  force is on its way, then he will tell the team the true history
  of Ebekhar and the presence of the vampires on the Moon
  – Hope. He will promise to delay the response from the
  ground based PADM batteries, but can not influence the
  SDB’s or the two vampire SDB’s based on Hope.
  Finally he will plead for the team to rescue his wife from
  the low berth facility on Hope
  HEAD FOR THE HILLS
  If the team retreat to their ship and blast off in a desperate
  attempt to reach the Coalition, then the Ebekharian SDB’s
  will move to intercept. Once in orbit, the Riggins Victrix will
  be subject to fire from the PADM network. Three active
  batteries (each with five launchers) will commence firing
  (one missile per battery per round).
  If the team makes it past this barrage, and the
  Ebekharians believe that they have been rumbled, then
  Lillian’s two Solace class SDB’s will rise from Hope’s oceans
  and engage the Riggins Victrix all the way to jump point.
  Given the SDB’s armor, speed, and ECM, it is highly likely
  they will cripple the Riggins Victrix before it reaches the
  jump point (outside orbit 4 from the star and 100 diameters
  out from Ebekhar).
  CONTACT THE ST DENISERS
  If the team members attempt to leave the Capital Isle and
  head for the St Deniser reservations in order to contact the
  resistance, then they will be refused access to local
  transport links at the airport / harbor. Local security will insist
  that the team do not have the correct travel documents and
  will refuse entry. The team should remember that such
  airport / harbor security are alert for possible terrorist action
  and are fully armed / armored.
  If the team members return to their hotel and approach the
  government for the correct travel documents, they will be
  visited by Gregorii who will sadly explain that the team can
  not visit the St Deniser reservations as they will be a high
  risk target and their presence would trigger civil unrest, and
  would probably be subject to terrorist attack.
  The team should also remember that they have not
  specific contacts amongst the St Denisers or the resistance.
  SECURITY FORCE RESPONSE
  The response from security forces will be dependent upon
  the crimes the team members are suspected of committing
  and whether they believe the team have uncovered the truth
  about the Bedwell Shipyards
  1. If the team are seen committing a normal crime, they
  
  be armed with a combination of body pistols, other small
  pistols and an occasional automatic shotgun, ACR or SMG.
  They will be equipped with TL9 communication equipment
  and night vision gear, but no heavy weapons or grenades.
  Perhaps their biggest ace in the hole is the taxi driver
  “Jimmy Nashe” who may surprise any team members that
  dive into the taxi and tell him to drive.
  CAPTURED
  If the team members are captured, they will be restrained
  and led off in a police prisoner convoy to the local high
  security Krypteia facility. This is the Krypteia headquarters,
  where the team members will be imprisoned in a basement
  cellblock.
  Once the team have been captured, the Ebekharian
  government will issue an ultimatum to the Riggins Victrix to
  surrender or any team members will be executed. They will
  order army units at the starport to surround the Riggins
  launch pad (behind the blast berm), and alert the overhead
  SDB’s.
  ESCAPE
  If the team escapes from the cellblock or from the capture
  attempt, the Ebekharian government will issue a planet wide
  alert, and issue the ultimatum to the Riggins Victrix as
  detailed under “Captured”
  ARMY RESPONSE
  Once the army units have been alerted, they will surround
  the Riggins Victrix, (covered by the blast berm) but they will
  not assault the ship initially. Unfortunately later that day, the
  local commander (a political appointee) will decide to win a
  little glory, and plan a dawn raid.
  At dawn, a platoon of infantry will advance over the blast
  berm in two waves of section strength. Half of each section
  will assume covering positions on top of the berm or at the
  access way, whilst the rest rush the ship with breaching
  charges. The troops regular NPC’s and are armed with
  SMGs and TL7 assault rifles, they are unarmored, and the
  breaching charges are equivalent to a TL9 HEAP grenade.
  This assault is likely to be repulsed with heavy
  casualties, due to the withering fire that the Riggins
  Victrix can lay down with its main weapons, and
  planetary weapons. The breaching charges are unlikely
  to significantly damage the hull.
  After this disastrous assault, the troops will retreat in poor
  order, and an experienced commander will replace the local
  commander after a few hours. The army will then dig in for
  a lengthy siege. Aerial and orbital bombardment will be
  threatened but not used, the lasers on the Riggins Victrix
  could hit any jet as it cleared the horizon.
  If the Riggins attempts to lift, and operate within the
  planetary atmosphere i.e. a raid on the Krypteia HQ to
  -36-
  will be arrested by the normal police (possibly with a
  Krypteia liaison officer) and prosecuted as per a normal
  criminal. However the judge will sentence the team
  members to deportation and confiscation of assets
  rather than a prison sentence
  2. If the team members repeatedly attempt to slip their
  Krypteia watchers but are repeatedly caught before they
  discover anything about the yards, they will be
  apprehended by a Krypteia SWAT team and deported
  (after most of their goods have been confiscated)
  3. If the team members are caught breaking into the
  yards and have apparently discovered the plot, then
  they will be apprehended either by a Krypteia SWAT
  team or the army units guarding the yards.
  4. If the Krypteia discover that the team members have
  discovered the plot after the team have raided the yards
  etc. (i.e. by monitoring their conversations within the taxi
  or hotel rooms, or discovering evidence of a covert entry
  after the fact), then a Krypteia SWAT team will attempt
  to apprehend the team in their hotel.
  5. If the team members confront a government official
  with their discoveries, and do not appear to accept the
  secondary cover story, then the Krypteia surveillance
  team will attempt to apprehend the team as they exit the
  building and board their government taxi.
  KRYPTEIA TACTICS
  HOTEL RAID
  If the Krypteia decide to attempt to apprehend the team at
  their hotel, then five teams of 4 SWAT officers will plan a co-
  coordinated attack. One team will enter via the door to the
  suite, one team will assail down from the roof and swing in
  through the windows, the third team will use a shaped
  charge to blow through the suite wall from an adjacent room
  (at the other end of the suite from the door, to trap the team
  in a pincer movement). The fourth team will be positioned on
  nearby roofs and will be equipped with sniper equipment,
  whilst the final team acts as a reserve and perimeter cordon.
  Krypteia SWAT team members can be treated as elite
  NPC’s equipped with TL9 short range radios, night vision
  equipment, combat environment suits and ACRs.
  SURVEILLANCE TEAM RAID
  If the Krypteia need a quick response to team member
  actions, then they will be forced to use the surveillance team
  until a SWAT team can be dispatched. A surveillance team
  raid will be comparatively uncoordinated as the Krypteia
  officers are surveillance techs rather than combat troops
  (and can be considered novice NPC’s for combat purposes).
  They will rely upon surprise, and screeching approaches in
  their surveillance vans to overwhelm the team. Surveillance
  team members will be lightly equipped, with only approx.
  half the team having time to done their flak jackets. They will
  
  -37-
  rescue RCES team will trigger a response by the air force,
  using TL7 missile armed interceptors (similar to the Terran
  Phantom Jet).
  RESISTANCE EFFORTS
  Unbeknownst to the RCES team, their activities have
  been monitored by more than the Krypteia. The local
  resistance cell has been monitoring them since the
  resistance agent aboard the “Hammerhand” alerted them
  via dead letter drop. In addition, Customs Inspector Vorhuus
  has contacts with the black market (and specifically Pytor
  Dupres) and has passed information onto his black market
  contact that has subsequently passed that information along
  to the resistance.
  A handful of resistance cell members have been details to
  watch / follow the team to find out what they are doing. If the
  team seem competent, then the resistance will attempt to
  contact them after approximately one week. The resistance
  may also attempt to thwart Krypteia attempts to arrest the
  team.
  CONTACT
  The resistance cell will use its black market contacts i.e.
  Pytor Dupres, who will do a favor for the resistance cell
  leader Chizuru Yukosawa, and a local pick pocket will drop
  a small note into a team member’s bag or pocket. The note
  will detail a contact point, with a reminder not to tell the
  police or read the message aloud.
  The resistance will pick contact points in busy public
  spaces, where the Krypteia will have difficulty observing or
  controlling entry into the area. Once they have met a
  resistance contact, the resistance will urge the team into a
  passing taxi and whisk them away.
  THWARTING THE KRYPTEIA
  If the Krypteia are planning a hotel raid, three resistance
  members will be assigned to thwart their plans. One
  resistance member will be driving the getaway vehicle,
  another will be waiting for the team in the hotel kitchens or
  basement etc, whilst the third will enter the corridor outside
  the team’s room disguised as a maid / waiter / cleaner /
  maintenance person. Once the Krypteia spring into action,
  so will the resistance. The third resistance member will
  either grenade the Krypteia team attempting to enter via the
  suite door, or via the hole in the dividing wall. This should
  disrupt the Krypteia operation sufficiently for the team to
  overcome their surprise and bring their superior weaponry
  into play. 
  Once the Krypteia SWAT team has been disabled, the
  resistance member will call on the team to “follow me if you
  want to live”. He will then lead the team down the service
  elevator / stairs into the bowels of the hotel, where they will
  meet up with the other rebels and escape via the getaway
  vehicle – a delivery truck. If the team members have
  delayed too long i.e. exchanging fire with the sniper unit, the
  local police and more Krypteia will have surrounded the
  hotel, and the resistance team will be forced to use their
  backup plan and escape via the sewers (via a pre excavated
  hole in a basement wall).
  JAIL BREAK
  If the team members appeared to be competent and had
  discovered the plot, but were captured by government
  forces despite action by the resistance, then the resistance
  may expend some effort to free the team. Inspector
  Donaldsen on board the “Hammerhand” will use one of the
  laser comms to make a brief message to the Riggins Victrix
  as to the captured team members’ location, and some
  resistance message drop points. He will be unable to tight
  beam a significant message as the virus onboard the SDB
  will detect the use of the communications equipment.
  The Krypteia HQ is too heavily defended for the resistance
  to break in, although they can provide partial plans and
  diversions to aid a RCES raid. How any remaining team
  members break their friends out is up to them. If all the team
  members have been captured, and the Riggins has
  repulsed the first assault, then the Riggins will probably lift
  and head back to the RC to report, if they can not identify a
  simple rescue plan with a high probability of success. In this
  case, Inspector Donaldsen will risk a significant
  transmission from the SDB and provide the Riggins with the
  true history of the Ebekhar system. This will alert the virus
  that will detonate the power plant onboard the
  “Hammerhand”. Lillian’s SDB’s will then lift to intercept the
  Riggins Victrix before it can leave the system.
  MEETING THE RESISTANCE
  Once the team have meet up with the resistance, (either
  by meeting a contact or being rescued by a resistance team,
  they will be whisked away to a large transshipment
  warehouse of “Kynaston Delivery Services (KDS). The
  warehouse is huge, with a constant stream of identical
  delivery vans loading and unloading. The resistance will
  swap vans and head off to a safe house on the outskirts of
  the capital city.
  There they will be waved into the safe house, to meet the
  leader of the resistance cell in Shantee city. Chizuru
  Yukosawa is described at the end of this chapter. She will
  greet the team and ask them to sit.
  “Please sit, we need to discuss important matters. I
  understand from my colleagues that you have uncovered
  the truth at the Bedwell shipyards, well there is more”. She
  will then tell the team the true history of the Ebekhar system
  as detailed in Section 5. 
  Chizuru will continue “Now we want free government with
  equality for all, free from the oppressive hand of the
  Vampires. They perpetrate atrocities against the people and
  support this unjust government. While you want an
  expanded interstellar society, which the vampires are
  
  have been set up on nearby buildings and will illuminate the
  landing pad and surrounding area.
  False uniforms (note that Ebekharian uniforms do not
  have rank symbols attached), and fake orders would be
  extremely useful here. The junior lieutenants could be
  hoodwinked or browbeaten fairly easily, especially by army /
  marine team members with long service.
  If the team try a running gunfight then the Riggins can lay
  down withering support fire once the team are inside the
  blast berm. Its laser turrets can also make short work of the
  arc lights (and the top floors of the buildings they are
  mounted on).
  BLAST OFF
  Once on board the Riggins, the team can pass the
  information about the vampire base on Hope to the ship’s
  crew. The team can direct the Riggins to Hope to quell the
  vampire threat. 
  As soon as the Riggins blasts off, the troops will scatter,
  and the APC’s will briefly fire at the rising ship, but their light
  rounds will just bounce off the Riggin’s hull armor. It will take
  the Riggins approximately 15 minutes to reach orbit. During
  this time smart team members may commence firing on the
  SDB below them (any significant hit will cause the rather
  stupid onboard virus to think it has been disabled, and
  scuttle itself by detonating the power plant). Surprisingly
  during its ascent, no PADM missiles will be fired at the
  Riggins. Unbeknownst to the team, Colonel Westonhaus
  has issued a hold fire order until the Riggins has reached
  orbit. He will claim that it is to prevent damage / fallout / EMP
  effects over the Capital Isle, but really he is assisting the
  team as much as he can at the moment. 
  As the Riggins enters orbit, the two remaining Ebekharian
  SDB’s will hove into view and demand the team surrenders.
  The Riggins is considerably faster than the SDB’s and
  should soon out-run then. Its jammers will probably also
  prevent them gaining an accurate fire control lock.
  Simultaneously the PADM batteries will finally open fire –
  One Battery of five TL7 missiles will commence firing, and
  two more batteries will join in after two rounds if the Riggins
  is still in range. It should be noted that Ebekhar, and its
  moons are all within one 30,000km space hex.
  As they approach Hope, two Imperial Era Solace SDB’s
  will rise from the oceans of Hope and vector towards the
  Riggins. They will commence firing as soon as they clear the
  atmosphere. Initially they will use their Spinal N-Paws whilst
  using their lasers for anti-missile defense. 
  They will have their jammers on and will be spewing
  decoys liberally. If the Riggins proves to be a difficult target,
  they will start using their missiles.
  The Solace SDB’s are vampires, controlled by puppeteer
  type viruses and they will freely use their radios to try and
  infect the Riggins Victrix. The canary in the Long Range
  -38-
  blocking. Our aims coincide.”
  “We will help you get back to your ship, and provide co-
  ordinates for Lillian’s base on Hope. Can you deliver the
  fatal blow?” If asked why they need help getting back to their
  ship, Chizuru will reply “The Krypteia will have noticed your
  disappearance within minutes and have probably been
  searching Shantee city ever since. Your ship will be
  surrounded by troops by now.”
  BOARDING GATE
  Chizuru can arrange for the team to be taken back to
  another KDS warehouse, where they will transfer to another
  delivery van and from there to a deserted warehouse
  several miles from the Coltaire Down starport. From there
  the resistance will lead the team into an old imperial era
  maglev tunnel running under the Downport. The old Maglev
  line was effectively destroyed in the Final War, and has lain
  forgotten and undiscovered for over seventy years. The
  resistance have been mining an escape tunnel from the
  maglev tunnel into the basement of the old passenger
  terminal at the Downport. Only a few feet of earth and a thin
  concrete wall separate the team from the port.
  Once the team have broken through into the basement,
  they can advance by torchlight into the terminals upper
  levels. Only a tiny portion of the terminal is currently in use,
  reflecting the tiny volume of passengers using the port
  facilities. The resistance will provide the team with a map of
  the port, and then attempt to conceal the tunnel entrance.
  The team can move around the passenger terminal with
  minimal problems unless they make very large amounts of
  noise. There are probably only half a dozen locals in the
  entire building. From a disused room within the passenger
  terminal the team will be able to observe the entire
  Downport. They will be to see the Riggins Victrix on its
  launch pad surrounded by its blast berm. On the other side
  of the blast berm, Ebekharian troops can be seen digging in,
  and a few APC’s armed with missiles and auto-cannons are
  hidden nearby behind buildings etc. Over to one side on
  another pad, an Ebekharian SDB can be seen loading
  supplies and preparing for flight.
  If the team have a laser / maser com or a TL12 radio they
  will be able to contact the Riggins Victrix and arrange pick-
  up / covering fire. The team may try to bluff or force their way
  past the ring of troops. 
  Approximately a company of infantry is guarding the ship,
  with approximately 5 APC’s as support. The troops ringing
  the blast berm are effectively Novice NPC’s led by junior
  officers rated as Regular NPC’s. No officer higher than a
  junior Lieutenant will be with the circling troops. The
  company commander and his staff are back at the army
  barracks in the Shantee city. The troops are equipped with
  TL7 assault rifles, a scattering of hand grenades, and a
  LMG in each section. The officers are equipped identically
  but are issued with TL7 short-range radios. Heavy arc lights
  
  -39-
  Survey pod will start flashing indicating an active viral attack.
  BATTLE TACTICS
  Several tactics are available to the team and the crew of
  the Riggins. Their weapons will almost certainly be able to
  lock onto the Eberkharian SDB’s, and penetrate their armor
  plate, however these SDB’s are not the real threat.
  The Riggins Victrix ECM/ECCM will be almost completely
  effective against the native PADM and SDB’s who may
  resort to firing blind. ECM from the two Solace SDB’s will
  confuse the native fire control even further, and blind fire
  from the natives may have a significant if accidental effect.
  Daring piloting close to a vampire SDB, (with flickering
  jamming to give the locals an enticing glimpse of a target),
  may result in the vampire SDB taking missile hits from their
  own native auxiliaries.
  The lasers on-board the Riggins will probably have
  difficulty with the armored hulls of the SDB’s, although the
  missiles from the Pod will be effective, if the team can get a
  lock and penetrate the active defenses.
  The Riggins is fully streamlined and designed for high
  speed atmospheric maneuvering, whilst the Mastiff /
  Wolverine SDB’s are not designed for atmospheric
  maneuvering and do not have the fuel anyway. The Solace
  SDB’s can operate within an atmosphere, but with a limited
  speed. The Riggins will be nearly five times as fast. In
  addition, the Solaces will have to spend approximately one
  turn adjusting their spinal mount to a C-PAWS. 
  Once in the atmosphere, and operating at planetary
  combat ranges, the Riggins can use its short-range
  weapons, and specifically the forward mounted plasma
  guns, which will penetrate the hull of a Solace SDB. Or the
  Riggins could use its speed to evade the Solaces (over the
  horizon, behind terrain etc.) and then hide: either
  underwater or under a camouflage net.
  The Long-Range Survey Pod contains a snake anti-viral
  weapon. As the Riggins is under viral attack via radio from
  the two puppeteers, and this has triggered the on-board
  canary, smart team members (or a helpful NPC) may rig
  their snake up to the Riggins radio and trigger an anti-viral
  counter attack. The Snake has a combat value of 5D6,
  whilst the two puppeteers have combat values of 6D6.
  Electronic combat is detailed in Appendix C. Electronic
  combat will take a single space combat round. The snake
  can attack only one virus at a time. 
  Whilst a vampire ship is defending itself from the snake, it
  will loose any sensor and fire control locks, cease firing,
  loose control of any command missiles, cease ECM/ECCM
  and cease maneuvering. This is a sitting target, assuming
  the RCES weapons can penetrate the hull. If the vampire
  ceases accelerating in whilst in the atmosphere of Hope, the
  resultant fall could be catastrophic. If the vampire has to
  firewall to defend itself, then it will loose control of three hull
  locations and the systems within them. This could be critical
  if a major weapon, or engineering system was isolated by
  the firewall.
  If the RCES team use their snake on the virus lurking in
  the bowels of a Mastiff / Wolverine, it should easily
  overcome the virus (Combat Value 1D6). Defeat of the virus
  will leave the ship in the hands of the crew. The
  Hammerhand crew will rebel under the leadership of
  Inspector Donaldsen, and gain control of their ship after a
  brief fight with the marines. 
  EBEKHARIAN NPCS
  Police Chief of Detectives Nizrim Levenskii
  Law Enforcer
  Human (Solomani) Male, age 42 (5 Terms)
  Classic Traveller:
  UPP: 777AC8.
  Skills: Auto Pistol 3, Cudgel 2, Bluff 4, Interrogation 3,
  Streetwise3, Ground vehicle 2.
  TNE:
  UPP: 777ACB-0-8.
  Combat Assets: Slug Pistol 13, Armed martial arts
  (Club) 12. 
  Other Assets: Act/Bluff 15, Interrogation 13, Streetwise
  13, Disguise 13, Bargain 12, Ground vehicle 12,
  Intrusion 9.
  Motivations: Nizrim is the head of Detectives in the
  starport town on Ebekhar, and is street savvy and Book-
  smart as well, having spent eight years in undercover work.
  He wishes to attain the Highest Police office in the land
  before he's through. If the team wind up on the wrong side
  of him, they will have a jovial, but relentless foe. Unlike
  many cops of the beat, Levenskii has a graveyard sense of
  humor.  Politically, he supports the government (they pay
  him after all for what he does). Bribing him is out of the
  question, as he scrupulously clean in that regard. Looking
  the other way requires some quid pro quo, and if he
  "requires some assistance later", he intends to collect!
  Nizrim is rather nondescript, of average height and weight,
  dark-haired (though if moving incognito, this can change)
  man with pale green eyes. He prefers to take his criminals
  in alive, but will not hesitate to use deadly force as needs be.
  The detectives of his division are experienced no-nonsense
  fellows. He is their role model. Several of his men have
  wound up in bad shape trying to pierce the shadowy edges
  of Mr. Dupres organized crime element. Levenskii however,
  is dogged and tenacious, and enjoys this like his morning
  crossword puzzle.
  Pytor "Point-Blank" Dupres
  Criminal
  Human (Solomani) male, age 32
  Classic Traveller:
  UPP: 986874. 
  
  Other Assets:
  Construction 14, Computer 14,
  Excavation 14, Geology 12, Map 12, Navigation12,
  Leadership 12, Ground tactics 10, Ground vehicle 10.
  Motivation: Ms Yukosawa is a high-ranking employee for
  one of the best construction firms planetside on Ebekhar,
  and as such is privy to all the blueprints her company has
  undertaken since Ernest took over. She is driven by the
  injustice the Vampires have imposed upon her world, and is
  seeking to expand the resistance beyond its present form,
  which is mostly covert acts of vandalism, and graffiti,
  organized on the "cell" level. She is the rallying point for the
  local resistance, and has had incredible luck thus far not
  coming to the notice of the State Police.
  (Actually, Mr. Dupres has a soft spot for her, and would
  "hate to lose" her business, and has had a few undercover
  Policemen turn up elsewhere, usually roughed up, drugged
  and a wee worse for wear. None have turned up dead yet-
  nor likely to be found if such is true.). Ms Yukosawa is
  unaware of Mr. Dupres' activities "covering" her back, but is
  not naïve enough to believe he's doing this for anything
  other than money. 
  -40-
  Skills: Auto Pistol 3, Cudgel 3, Leader 4, Streetwise 3,
  Bluff 3, Tactics 12, 
  Ground Vehicle 1, Pilot (fixed wing) 1.
  TNE:
  UPP: 986879-0-4. 
  Combat Assets: Slug pistol 13, Armed martial arts
  (large club) 13. 
  Other 
  Assets:
  Leadership14, 
  Persuasion 
  14,
  Streetwise 12, Observation 12, Stealth 12, Ground
  tactics 12, Ground Vehicle 10, Pilot (fixed wing) 10,
  Act/Bluff 10.
  Motivations: Pytor is a hardened criminal, and has been
  since age 8 when he was a "look-out man" for the local
  mobster in his home city. At 17, he was the youngest "gun"
  in the Mobster's stable of "Hired hands" His attempt at going
  straight was a hitch in the Army, but he was busted for
  racketeering before the term was up. As the corruption was
  widespread, he was merely discharged, along with 120
  other people in his battalion. Upon his return, he discovered
  the Mobster slain in a police raid, and took over his "turf". As
  the Police are an extension of the Pro-Vampire government,
  this makes Mr. Dupres by the same extension, a member of
  the resistance movement. Arms smuggled from old Army
  buddies, including explosives, can be had for a price, as
  long as he gets a cut. Unlike the previous boss, Dupres
  handles all of his own hits, as it's "a personal matter of
  honor" to him.
  The actual cause of the Rebels versus Ernest and Lillian,
  he really doesn't care about, truly. And RCES doesn't excite
  him either. They're just another client, and he's the prime
  mover and shaker in these parts if they didn't bring it with
  them. As a matter of Honor, Dupres' criminal activities
  include gambling (including "fixing games"), Smuggling,
  black-market tobacco, & alcohol. Prostitution, narcotics,
  extortion, and shakedown money isn't his style. He's a
  smarter cat than that, and funnels his illegal proceeds into
  such things as "Affordable Modular Tenement housing",
  rents, and an amusement park (he is the silent investment
  partner in that). Usually the folks he winds up killing are
  fouler crooks than he is. His small plane pilot's license was
  handled through private channels (he's not Airline qualified,
  but he can manage a twin engine TL7 passenger airplane/
  seaplane). 
  Chizuru Yukosawa
  Civil Engineer/Rebel 
  Human (Solomani) female, age 28. 
  Classic Traveller:
  UPP: 9759B6. 
  Skills: Brawling 2, Civil Engineering 2, Computer 2,
  Leader 2,  Admin 1, Ground tactics 1, Ground vehicle 1.
  TNE:
  UPP: 9759BB-0-6. 
  Combat Assets: Unarmed martial arts 12 
  
  -41-
  stacked wall to floor with low berths. Each 1.5m section of
  wall holds 3 low berths stacked on atop another. The rings
  are 5 levels deep.  The rings are joined together, and to the
  central core via radial corridors (at the cardinal points) at
  levels 1, 3 and 5.
  This central facility held the original foundation presence.
  As the number of low berth patients grew, these central
  facilities became full, and additional facilities were required.
  These were the clusters.
  CLUSTERS
  The clusters are smaller versions of the original facilities
  located around the central core facilities. They are
  approximately 1km from the central core, starting from an
  easterly position and 60 degrees apart until, the westerly
  most cluster. These 4 clusters were linked to the central core
  via large corridors at level 1. 
  Each cluster was 15 levels deep. Level 1 held admin
  facilities as well as limited power facilities. Levels 2 to 13
  held a large central area, for low berth patient processing,
  and were surrounded by walls of low berths. Levels 14 & 15
  were given over to storage (medical supplies and patients
  personal items). Each cluster was powered from the main
  power systems, but each had a local emergency supply,
  usually solar or wind power.
  As the foundation grew more, an extra ring of clusters was
  built. This half circle of clusters was 1km further out from the
  first cluster ring and linked to it by more Level 1 corridors.
  This ring consisted of 7 clusters (4 radially out from the
  original clusters and 3 more spaced evenly between these
  four), forming a semi-circle of clusters to the south of the
  original facility.
  The layout of these clusters was identical to the inner
  clusters.
  VAULTS
  However the installation still grew and more space was
  required. As a stop gap measure, the 1km corridors linking
  the two rings of clusters with the central core were widened,
  and low berths installed along both walls (again 3 high per
  1.5m length of wall). This added nearly 32,000 low berth
  spaces, but still this was not enough. So the vaults were
  developed.
  Each vault consists of a deep shaft approximately 4
  meters in diameter. The shaft is surrounded by low berths
  and contains an automated forklift like device that loads and
  unloads the berths as required. The vaults were used to hold
  long term patients. Each shaft was over 500 meters deep.
  These vaults were grouped together in groups of seven in a
  circular formation with a central vault and six surrounding
  vaults. Each vault is connected to the nearest cluster or the
  central core facilities by two tunnels. One tunnel is for
  CHAPTER 7: THE WARRENS
  THE SUSAN GAGE FOUNDATION
  The Susan Gage Foundation facilities are truly vast, but
  the remains on the surface may belie the true extent of the
  facility.
  ABOVE GROUND
  The settlement on Hope consisted of a small town
  (Imperial era population 10,000 approx.) located on the
  south shore of a large oval freshwater lake (running
  approximately 10 miles east to west, and 2-5 miles north to
  south). To the east of the town separated by about 2 miles
  of farmland, was a small spaceport. To the south of the town,
  in several acres of parkland was the skyscraper that held
  the administrative facilities of the Susan Gage Foundation.
  In the New Era, the town is derelict, and most of the
  buildings are open to the sky. The spaceport is a barren
  broken area of concrete with a few piles of rubble where the
  port buildings once stood. The elevated maglev line that
  joined the two has now collapsed. The Susan Gage
  Foundation skyscraper was demolished in the collapse and
  its remains now lie littered across the parkland, which has
  run wild.
  BELOW GROUND FACILITY
  The underground facilities include the core, the clusters
  and the vaults.
  THE CORE
  The core is the heart of the facility and was located directly
  under the skyscraper. It was divided into inner and outer
  cores, and the rings. The inner core is approximately 20
  meters in diameter and over 20 levels deep. Level 1 houses
  more admin facilities, whilst levels 2-5 housed the computer
  network that ran the facility (and held all the medical
  records). Levels 6-9 hold 3 independent fusion power plants
  that provided power for large portions of the facility. Level 10
  holds hydrogen fuel storage tanks, whilst Level 11 holds the
  water filters, water storage tanks, and fuel purification
  plants. The water is piped in via two 2m-diameter pipes
  running under the town to the nearby lake.
  Levels 12-20 hold a geo-thermal power plant.
  The outer core is 5 levels deep and has a diameter of 40
  meters. It holds, medical theatres, pre-op rooms etc. to allow
  patients to be frozen or revived, and if necessary operated
  on to affect a cure, when technology allowed. It also
  contains nurses stations, pharmacies etc. 
  The rings are two complete ring structures housing low
  berths, with a radius of 80 and 100 meters from the center
  of the inner core. Each ring is about 15m wide and is
  
  -42-
  maintenance access, whilst the second is a rapid transit
  maglev system that allowed a low berth to be transferred to
  and from the vaults as required. 
  Numerous vaults were added as the foundation grew.
  CURRENT STATUS
  Currently the Core is under the control of Lillian and her
  robots. They control the facilities of the inner and outer core,
  together with the two rings. Lillian herself resides in the
  central computer system. Access from the outer ring into the
  core is heavily controlled. Only two entrances are still open,
  and they are locked, and guarded. Other access points have
  been sealed and barricaded. 
  The outer ring acts as a clear zone between Lillian’s
  bastion and the uncontrolled areas of the facilities now
  called the Warrens.
  The Clusters are now home to various bands of humans
  arranged into primitive tribal structures. They have taken
  over the storage areas and the central medical facilities and
  turned them into dwellings and farms (using a liberal layer of
  topsoil, and lights running off the emergency power
  supplies). The farms are subsidized by trapped animals
  (roaming the corridors, and those caught outside), and
  limited supplies from outside. Main power to the clusters
  was cut during the collapse, and the majority of the low
  berths died. A few managed to continue operating on the
  emergency power. Now a number of these corpses have
  been used to fertilize the crude underground farms. As they
  have grown in numbers several clans have been forced to
  spill out into the corridors.
  The cluster tribes are generally mutual suspicious and
  occasionally hostile, and are detailed in a following section.
  The majority of the vaults were powered down during the
  collapse, and without power the low berth occupants died.
  Most of them have suffered further failures and even partial
  flooding in the intervening 70 years. They are now tombs
  inhabited only by outcasts and the insane. Three vault
  clusters located near the central core facility survived on
  emergency power feeds from the geo-thermal power plant
  within the central core. Lillian now controls these vaults.
  WARREN DWELLERS
  THE WARDENS 
  The Wardens are descended from the Facility personnel
  who ran the Low berthing facility (Scientists, Doctors, and
  Medical & computer technicians) in pre-collapse times. The
  Wardens have secured several dozen berths off an
  independent power source from Lillian, wherein they rotate
  in and out of "sleep". Of all the Organics of the "Warrens",
  as the AI-Lillian refers to the honeycombed passages
  between walls, floors, heating tunnels & duct works, they
  are the least numerous, barely over a hundred of them.
  Treat as veteran NPC’s (TNE: All skills 13's, CT: At least one
  skill at Level 3), Imperial remnants. Leader types as elite
  NPC’s (TNE: Skills at 14, CT: One skill at level 4, at least
  one skill at Level 3). For combat purposes, treat as Novices
  (TNE: Skills of 9 or less, CT: Most skills at Level 1).
  THE INMATI 
  The Inmati are the former "inmates" of the facility. They
  are a mixture of low berthers revived over the decades and
  their descendants. They have balkanized into small clans,
  based on former pasts, whether by professions, or by
  incurable disease. They are the most numerous, some 2-
  3,000 of them exist in the "Warrens", typically in clans of
  several hundreds. Some groups are a bit weird, delusional
  to some extreme, believing they are in some sort of dream.
  Others are in denial that the Imperium is over, and Lillian is
  an AI-machine intelligence. No fewer than two groups
  venerate "her" as their goddess of evil incarnate, and
  sacrifice their sick and dying to her "servants" the Morlocks
  (not true, but the Morlocks do gather up these sacrifices for
  later consumption). Most are fatalistic, and unarmed. A few
  have Morlock-made weapons for self-defense. Treat
  average Inmati as Novice NPC’s (TNE: Skills of 9 or less,
  CT: Most skills at Level 1), leader types as experienced to
  veteran NPC’s (TNE: All skills 13's, CT: At least one skill at
  Level 3).
  KNOWN "CLANS"
  The "Horde" (some 850-900 members): Comprised of
  Post collapse starship abductees, military EPW’s of the
  Solomani Navy & Ground Forces, and some athletes, and a
  few criminals. The best armed group versus the Morlocks.
  The "Dream Web" (some 350-400 members): One of the
  delusional clans, fatalistic, but friendly enough. Each is
  tattooed with a Spider on the left cheek. They choose their
  leadership for their tale spinning talents.
  "Shangri-La" (250-300 members): A delusional group
  that believes they will live forever, and is isolationist minded
  versus the "Doomed". Utopian in its outlook, they mark the
  disappearances by the Morlocks ambushes as, " those who
  lost faith in the ideal society," and refuse to countenance the
  existence of the Morlocks. Many are Timers club members.
  The "Restored" (350-400 members): Made up of a group
  of unemployed folks frozen by St. Denis at the onset of the
  "Hard Times". Mixed technical, mechanical skills. Almost all
  are armed. Among them are several dozen Imperial Vargr
  who were imprisoned by Lucan's IMOJ for suspicion of "war
  sabotage" among them.
  The "Libre est St. Denis" (some 250-300 members):
  Founded by those imprisoned for their Pro-Solomani
  resistance movement (1118-1124), united in their outlook to
  liberate their planet from the Pre-collapse despotism it sank
  into, all the while unaware (or self-deluded) St. Denis
  
  -43-
  perished in the collapse. 75% of them are armed. They are
  hostile towards the Restored & the Bwap-Main Men as they
  are aliens.
  The "Doomed" (200-250 members): Another fatalistic
  clan of survivors, awakened, but with terminal disease. They
  have frequent relations with the Wardens (Dr Imhotep in
  particular). They are dwindling. Most of the cures for them
  can be found at TL11+ medically, which was interrupted by
  the Rebellion & collapse.
  The Lazarus Clan, (450-500 members): A delusional
  group that believes "Lillian" is Lilith of biblical times, or a
  Shiva goddess of death/ evil/ destruction to be feared and
  appeased. They "appease her servants the Morlocks" with
  the very ill and comatose.
  THE MORLOCKS 
  The Morlocks are the worst of the "Warren" dwellers,
  having lost all of their humanity, many were sociopathic
  criminals once, cryo-prisoners from worlds with no death
  penalty. They have devolved into cannibalism, and prey on
  the other groups. They are armed with crude daggers and
  spears made from plasteel and conduit piping, as well as
  clubs, 
  and 
  axes. They 
  are 
  however 
  susceptibly
  superstitious, and fire and bright lights can drive them off for
  a time. They hunt in packs of five or more. Even Lillian's
  robot and breed minions tread warily about these once-men,
  as the Morlocks will ambush even the Cyborgs Lillian
  creates for sale to Iiselu. They supplement their diet with
  rats and other ambulatory vermin. Treat Morlocks as
  Experienced NPC’s (TNE: Skills at 11-12, CT: At least two
  skills at Level 2), leader types as Veteran NPC’s (TNE: All
  skills 13's, CT: At least one skill at Level 3) for combat
  purposes. They number between 650-800 members.
  THE MAIN-MEN 
  The Main-Men derive their name from the Maintenance
  component of the Hope facility staff. They have passed
  down their knowledge of every nook and cranny, hidey-hole,
  dead end, cache, etc by rote amongst their members. In this
  mini ecological niche of Humaniti, they are the scavengers
  of equipment, the "go betweens" among the Inmati &
  Wardens. They have no dealings with the Morlocks, except
  to kill them when attacked. 
  The Main-Men also know how to get outside the facility
  undetected from Lillian and her bots. Treat all Main Men as
  experienced NPC's, leaders as Veteran NPC’s. The Main
  Men live in small clustered family units of 5-30 individuals,
  apart from the main Inmati communities. None are very tall,
  many are minor Humaniti species (Quarmas) or minor aliens
  (Bwap). Bwap Main-Men tend towards the more humid
  levels of the heater ducts and steam tunnels.
  Unlike the Restored, they are mostly self-serving, with a
  "what's in-it-for-me?" attitude. The Horde believe they
  number somewhere in the neighborhood of 250-350 total
  (both Quarmas & Bwap groups together). Still, they will ally
  with any of the more warlike groups against the Morlocks
  (usually to their benefit though).
  TAKE ME TO YOUR LEADER
  Once the RCES have successfully dealt with Lillian’s
  SDB’s then they will be free to land the Riggins Victrix and
  have a look around. If the RCES hide from the SDB’s,
  movement had best be conducted at night to avoid aerial
  patrols.
  A description of the above ground features is provided
  above. The first person the team will encounter is a young
  boy of about 10 years of age fishing by a small stream. The
  boy is dressed in obviously Sunday best suit that has seen
  better days. Strangely the style is that of the Imperium over
  two hundred years ago.
  If the RCES team appear suddenly / aggressively (e.g.
  over-flying in the Victrix) the boy will drop his fishing rod and
  high tail it into the bushes. A (TNE: average tracking, CT:
  Recon / Hunting, DM+2) roll will allow the team to follow the
  boy as he crashes through the undergrowth. If the team
  arrive at the scene later (e.g. after having landed the Victrix),
  a (TNE: difficult tracking, CT: Recon / Hunting, DM0)  roll will
  allow them to follow the boys trail. High tech sensors such
  as IR goggles will reduce the TNE: difficulty by one level,
  improve the CT: DM by +2. Successful tracking will bring the
  team upon a manual hatch hidden in some undergrowth.
  If the team members approach the boy in a friendly
  manner, he will initially back off, but will soon be attracted
  back by the presence of the team and their strange
  equipment. This is a good place for the team members to
  role-play their inter-personal skills. The boy is called Kirian
  Yuru, and he is ten. If the team can convince him that they
  mean no harm and want to see his parents / elders, he will
  gather up his fishing equipment and two fish and lead the
  team down a faint hunting trail to a manual hatch in the
  undergrowth. If the team members fail with their inter-
  personal skills the boy will run off, but can be tracked as
  detailed above.
  DOWN BELOW
  Opening the hatch will reveal a dirty room lit by faint but
  TL10 light fittings. The room looks like any other room that
  the team may have seen on Oriflamme or similar Stellar
  technology worlds, except a lot more dirty. Mud has been
  trampled down the ladder and across the room.
  Kirin, if he is with the team will lead them down the ladder
  into the room, and then off into a corridor in the same state
  as the room. A few yards down the corridor are two men
  armed with swords and crossbows and dressed in a strange
  miss-mash of imperial era clothing. The two guards will level
  their crossbows at the team and interrogate them / Kirian as
  to their intentions. They will also shout further into the
  facility. Within minutes another dozen armed men will have
  
  -44-
  arrived including the leader of this clan “Androhaar
  Shunishaam”.
  If the team have been none threatening, (hands away
  from their weapons, no raised voices etc.), they will be
  escorted further into the domain of the “Restored”.
  The team will see families living in the remains of offices
  and medical facilities. Fires have been built in rooms to
  provide cooking facilities as well as blacksmithing. The
  people seem to be about TL1 / TL2 but with no evidence of
  firearms. Strangely this primitive tribe are living in the
  remains of a Stellar technology underground facility, lit not
  by campfires but standard imperial light fixtures. The people
  are dressed like the guards, in a random selection of
  imperial era clothing with styles ranging back almost 500
  years in some cases.
  Androhaar will lead the group into a what appears to have
  been a medical ward and now seems to serve as a market
  / village green for this level of the facility. Here members of
  the tribe will gather around the team at a respectful distance
  in complete silence. The tribe is waiting for the team
  members to speak. They will listen without replying and let
  the team redeem / condemn themselves out of their own
  mouths. If the team are friendly, then Androhaar will soon
  break the silence and welcome them to the domain of the
  Restored. If the team members are threatening, approx. 40
  armed mean will move forward from the crowd. They have
  crossbows leveled at the team and will attempt to herd them
  back to the entrance hatch.
  Assuming that the team have not got themselves
  expelled, Androhaar will lead the RCES team off to one side,
  and several of the local women will start to place rugs on the
  floor and bring bowls of foodstuffs (meat and vegetables)
  together with mugs of water, and a bottle of whiskey. The
  technological disparities are glaring, a number of the serving
  bowls are medical receptacles, several of the carving knives
  are actually medical scalpels, and the whiskey is actual
  Terran whiskey imported from Terra and dated 1080. Whilst
  the team and Androhaar are eating, several older men will
  arrive and seat themselves next to Androhaar. Any team
  members experienced with primitive societies will realize
  that these are the tribal elders.
  Androhaar is keen to know who the team are, where they
  have come from, do they have a starship (a reply of yes will
  be met with a gasp), have they defeated Lillian, are there
  killer robots on their worlds. In response he can tell them the
  story of Hope, the Inmati, the Wardens, the Morlocks and
  Lillian’s robots.
  If the RCES team members have been open and friendly,
  have graciously accepted the tribe’s hospitality, and
  reciprocated with gifts (ration packs, minor items like
  flashlights, and may be a pistol for Androhaar), then they will
  be given the freedom of the tribe, and Kirian will be assigned
  to show the team around.
  Kirian will proudly show the team the room that is his
  family’s home, the primitive farms in the bottom storage
  areas lit by artificial lights with their cages of Terran rabbits
  and the black smith who is busy producing crossbow bolts.
  Kirian is particular proud of the crossbows and says he will
  own one when he becomes a man. He will also casually
  mention that the Restored trade crossbows to another clan
  “Horde”. If asked where he got his clothes, he will lead the
  team off to a side room where there is a vast array of
  drawers similar to a bank safe deposit box facility. They are
  actually vacuum sealed personal item storage for the
  patients, and tend to include a suit of clothes and a few
  personal items. That’s where the tribes clothes and the
  bottle of whiskey came from.
  SCREAMS IN THE NIGHT
  In the hours after midnight, echoing screams will shatter
  the team’s sleep. Looking out of their assigned room, they
  can see several armed men rushing through the village.
  Closer inspection will reveal that they are members of the
  tribe, grabbing weapons and mustering for action. 
  If the team members ask, one of the running men will
  shout “Morlocks”, as he goes past. Clever team members
  will remember that Morlocks were mentioned yesterday and
  appear to be bandits of some sort. Assuming the team
  members gather themselves and follow the men, they will
  soon find them gathered in a series of rooms surrounding a
  large dark portal. If asked, one of the men will whisper that
  this is the corridor that leads to the realm another clan called
  the “Shangri-La”. From the sounds echoing down the tunnel
  it would seem that they are under attack. A few muttered
  sounds of “Morlocks” will be heard amongst the men. After
  a few minutes Androhaar will arrive and start to array his
  forces. He will send several groups to monitor the other
  corridor entrances, whilst arraying his forces around the
  darkened portal.
  Once he has finished, he will happily answer the team’s
  questions. Yes the Shangri-La clan is friendly if a little
  gullible. No they will not go to their aid, it is too dangerous in
  the dark with the Morlocks around. The Restored can’t use
  their crossbows against an enemy they can’t see. Yes they
  will investigate when the lights come back up at dawn.
  If the RCES team have night vision gear they may chose
  to investigate, and such an endeavor will earn them great
  respect amongst the Restored and the other tribes when
  they get to hear of it. If the team members decide to
  investigate, they will have to jog down a pitch dark corridor
  for approx. 1km before they encounter another area
  identical to that of the Restored. The team can rapidly move
  through the deserted outer rooms and into the central area.
  The area will be lit by flickering firelight from various banked
  campfires and the torches of the raiders. Screams echo
  from various families that have been trapped in their rooms
  and are now being pillaged by the Morlock raiding party. The
  Morlocks have attacked and killed most of the men on this
  level and are now working on the last pockets of pitiful
  
  -45-
  resistance. Items and stalls have been overturned, several
  women are being dragged off by Morlocks, all in all a scene
  of chaos.
  Experienced RCES team members with night vision gear,
  firearms and a good grasp of tactics will probably decimate
  the Morlocks. There are 30 Morlocks in the raiding party,
  and one leader. The surprise and ferocity of their raid
  (coupled with the complete lack of defenses) allowed them
  to avoid any significant casualties. Surprisingly they will not
  run at the first gunshot, combat with Lillian’s forces has
  taught them to respect firearms but not fear them. They are
  armed with a variety of clubs, spears, and daggers, but have
  no real armor. They will retreat after taking 50% casualties,
  or the leader is killed and they have taken over 25%
  casualties, provided the team have not suffered similar
  levels of injury.
  Once the team have routed the Morlocks, the few
  remaining survivors will appear from the gloom and look
  fearfully at the RCES team. Offers of medical help will
  rapidly get these scared people to emerge. Team members
  who look around can find the access points to the next level.
  These have been secured from below, and no amount of
  knocking will cause the remaining clan members to emerge
  until the lights come back on at dawn.
  A quarter of an hour after dawn, an armed party will arrive
  from the Restored camp. If the RCES team have routed the
  Morlocks, then the Restored party will hold them in high
  regard. Eventually after a few hours, the remaining Shangri-
  La clan members will emerge from their locked levels to
  survey the scene. The team will quickly learn that the
  Shangri-La clan propose to do nothing regarding the attack.
  They will adopt the few survivors from this level, and set up
  the damaged houses etc. but they refuse to arm
  themselves, believing the attack to be a one off. They will
  criticize those who died in the raid as lacking in faith, and
  refuse to accept that the Morlocks exist as a real group,
  despite the evidence of their own eyes. The Restored
  rescue party will soon leave in disgust, and suggest the
  team follow them.
  Once back at the Restored encampment, the team will be
  announced as heroes, and soon the entire clan will be
  regaled with their achievements. The team members will be
  asked to tell the story of their battle. Observant team
  members may notice another group in the audience who are
  dressed differently from the Restored. After the story telling,
  the leader of this new group “Sheri de Shivva” will introduce
  herself as a trader from the Horde clan. She is here to trade
  for crossbows. She is very impressed with the team’s raid
  against the Morlocks. Soon the traders will leave, and the
  team may accompany them if they wish. However,
  Androhaar will suggest that the team meet Dr Shandraa
  Imhotep of the Wardens.
  MEETING THE WARDENS
  Androhaar will assign a couple of his men to guide to team
  to the Wardens. Here they will meet Dr Shandraa Imhotep.
  The two Restored will describe the team members and their
  actions and then leave the team to explain their mission. Dr
  Imhotep is an imperial era remnant and will quickly grasp
  the new galactic situation once the team explain about the
  RCES, and the vampire ship at Berens / the happenings on
  Ebekhar.
  Dr Shandraa Imhotep will need little convincing to support
  the team, her patients are dying from basic diseases she
  has only read about in text books, or killed by roving Morlock
  bands. As for some of the clans containing remnants with
  their incurable illnesses, they are in so much pain and
  desperately need high tech medicines. Agreeing to try to
  arrange help from any new government on Ebekhar or from
  the RC will gain her support. She will produce several hand-
  written letters to the individual clan leaders, and assign two
  of her clan to travel with the team to help rally the clans to
  the RCES cause.
  MEETING THE HORDE
  If the RCES team accompany the trade caravan lead by
  Sheri de Shivva, then they will soon enter the Cluster
  controlled by the Horde. A simple look around will reveal this
  clan is much bigger, with all available space being used. The
  guards also appear formidable, armed with a decent
  collection of TL1/2 weapons including crossbows and even
  some personal armor is present. They are obviously a major
  military power. 
  Sheri de Shivva will leave the duties of unloading the
  caravan to her deputy, and take the team straight to Griffon
  O'Malley, the leader of the Horde clan. (a description can be
  found in the NPC section at the rear of this Chapter). Sheri
  de Shivva will then tell of the team’s exploits in routing the
  Morlock raid in the dark. Griffon will look impressed. 
  He is willing to be convinced of any RCES plans to either
  remove Lillian or the Morlocks. He is however a skilled
  leader who will not lead his troops into destruction and leave
  the clan undefended against Morlock raids. Let the team
  members role-play their pitch to Griffon to get him on side.
  Griffon knows he has the largest troop strength of all the
  clans (except for the Morlocks which are more numerous if
  less well trained and equipped), and he will let the team and
  other allied clans know it. The team will probably have to
  spend long hours smoothing the path between the various
  clan leaders if this encounter is anything to go by.
  GATHERING THE CLANS
  With the support of both the Restored, and the Horde
  clans together with the backing from Dr Imhotep, it should
  be a reasonably easy job to gain agreement from the other
  clans, however things are not so easy.
  It is up to the RCES team members to determine which
  clans to approach, and what their “Pitch” will be regarding a
  revolt against Lillian. They should be aware that the
  
  -46-
  Morlocks are still a general threat and most clans will hold
  back some or all of their forces to protect their clan bases.
  The Clan responses to a reasonable RCES approach are
  detailed below, but the referee is free to alter these
  responses in the face of particularly inspiring or dreary
  speeches from the team members.
  • The Dream Web lead by Yiseldra of the Seven Sagas
  will surprisingly be supportive. Yiseldra will tell a gripping
  story of her visions, which will move the clan. Whilst
  having no military forces they will help with food, general
  carrying, cooking etc.
  • Shangri-La lead by Reverend Brother Shu Shan Li will
  be polite, but the Reverend Brother is not happy with the
  team stopping the purification of his clan of the unworthy
  (The Morlock Raid), and will quickly but politely dismiss
  the team. If the RCES team members persist, the
  Reverend Brother will quickly make his displeasure
  known and the team are likely to be pelted with rotten
  food etc. Over-reaction here will reduce the team’s
  standing in the eyes of the various Inmati clans.
  • Libre Est St Denis lead by Richard “Mad Hatter” Hoare
  is initially keen, however if he discovers that the Team
  have allied with alien or Imperial loving clans (i.e. the
  Restored), or there are aliens or Imperial Era remnants
  with Imperial Military service amongst the RCES team,
  then his SolSec inspired bigotry will rapidly surface. He
  will barely control himself to honor the flag of truce. The
  team had best leave quickly.
  • The Doomed lead by Hermis Ghanek will be
  welcoming, polite, and absolutely no use what so ever.
  They merely wish to spend their last years in peace and
  quiet tending their small gardens.
  • The Lazarus Clan lead by Elijah McCabe will be hostile
  and drive off a RCES truce party with shouted insults
  and even the odd thrown spear. More about the Lazarus
  clan motives will be revealed later.
  DWELLERS BENEATH
  Following on from the RCES team’s disrupting the Morlock
  raid, and their subsequent efforts to unit the various Inmati
  clans, there has been dissension in the Morlock ranks,
  several challengers have appeared to Shuugrak’s
  leadership. Although Shuugrak has killed most of them
  personally, there is still dissension in the ranks. In an effort
  to quell the mutterings, Shuugrak has taken his elite
  bodyguards “the Fire Demons” and has gone to ambush the
  RCES team, and display their heads to the doubters.
  The Morlocks will attempt to ambush the team whilst they
  are travelling between the various clans. A small blocking
  force (equaling the number of team members + 2) will use
  maintenance tunnels to move ahead of the team, whilst the
  rest of the group including Shuugrak have hidden in a
  maintenance duct behind the team. Once the RCES engage
  the blocking force, the remaining Morlocks will come
  whooping down on the team’s rear, dropping in from
  maintenance hatches (the Morlocks will emerge about 5
  meters behind the team, and 4 Morlocks can emerge from
  the various hatches per round).
  The Morlocks will fight until they have taken massive
  casualties (in the order of 75%), if the RCES forces are still
  strong. If the team have been considerably weakened, the
  Morlocks will play a final desperate gamble and fight to the
  death. In all cases Shuugrak will fight to the death, anything
  else will result in his death by the remaining rank and file
  Morlocks.
  The death of Shuugrak and the effective destruction of the
  bodyguard will destroy Morlock morale and they will slip
  away. Extremely charismatic and violent appearing RCES
  team members may even be able to rally some Morlock
  offshoots to their standard, although the remaining clans
  would probably massacre the Morlocks if they found them.
  If the RCES team present evidence of the defeat of
  Shuugrak, then the remaining martial clans will rally to the
  RCES. The more delusional clans will be grateful, but still be
  unable to effectively contribute to the struggle.
  STRANGERS IN THE DARK
  If the RCES have rallied most of the clans and especially
  if they have defeated the Morlock leader and his
  bodyguards, then their exploits will soon become common
  knowledge throughout the complex. This will attract the
  attention of the Warren’s most reclusive group – the main
  men.
  The main men will approach the team whilst they are at a
  council meeting with the various tribal leaders, there will be
  a commotion outside, and the guards will open the door to
  the room to reveal a strange alien in a flowing robe. The
  alien looks like a newt. Imperial Remnants will identify the
  alien as a Bwap on an intelligence roll (TNE: Average, CT:
  DM+2). New Era team members with a Xenology or history
  skill can also identify the alien on a TNE: Difficult, CT: DM0
  skill roll. What’s more the Bwap is carrying a gun – a
  primitive TL3/4 weapon, but a gun none the less. The local
  tribal leaders will be slightly in awe, the Main Men do not
  normally interact with the Inmati except when it comes to the
  Morlocks.
  The Bwap (called “Sabewebpeabpa”) will pass on an
  invitation from Kebapu Aswan-Apatu the Main Man leader,
  the tribal leaders will be even more shocked. Kebapu
  Aswan-Apatu normally does not meet with anyone, and
  certainly does not invite people to his camp. This rare
  privilege coupled with potential allies with guns should
  encourage the team to accept the invitation.
  Sabewebpeabpa will lead the team into the warrens, and
  after a short distance down one of the main tunnels, he will
  stop, and open a barely visible maintenance panel in the
  wall. He will then lead them through a maze of dank and
  
  -47-
  humid maintenance tunnels illuminated only by the light of
  Sabewebpeabpa’s lantern. If the team members produce
  their own torches, the Sabewebpeabpa will respectfully
  request that the team turn them off, and will refuse to go
  further unless the team members extinguish their lights.
  After an hour of wandering (deliberately made confusing by
  Sabewebpeabpa to prevent the team finding their way to a
  Main Men encampment, they will enters a larger chamber, a
  maintenance rest area by the looks of the rusted equipment
  and a few chairs. Here the RCES team will meet a larger
  group 
  of 
  Main 
  Men, 
  all 
  armed 
  with 
  firearms.
  Sabewebpeabpa will explain that in order to protect their
  encampment, the team will have to be blindfolded the last
  stage of the journey. Sabewebpeabpa will ensure the team
  that they will not be harmed, and the blindfold will only be on
  for about 10 minutes. This is a good place to worry paranoid
  team members, but the Main Men mean the team no harm.
  Once the blindfolds have been removed, the team will find
  themselves in a maintenance parts storage area (or so the
  old signs state). Here is a particular old and wizened Bwap,
  and approximately a dozen Main Men, some Bwap and
  some humans although slightly different from the coalition
  norm. Imperial Era Remnants or Biologists will identify the
  humans as being from a minor race but are unable to
  determine which one.
  The Wizened old Bwap will stand “I am Kebapu Aswan-
  Apatu, and you must be from the Reformation Coalition, we
  have been expecting you to return”. This will shock the team
  to the core, how did Kebapu Aswan-Apatu know where they
  were from, and what’s this about a return?”.  Team members
  will probably admit to belonging to the RC but deny that the
  RC has visited here before. Kebapu Aswan-Apatu will
  recognize their confusion, and indicate to one of his aides to
  come forward. The aide is carrying a large canvas bag.
  Kebapu Aswan-Apatu will reach into the bag and draw out a
  standard RCES issue laser rifle with a flourish. This should
  rock the team significantly, next he will pull out an RCES
  flight jacket emblazoned with a nickname “Flamer” across
  the back. This is definitely all RCES equipment.
  Smart team members will want to consult with records on
  the Victrix for missing RC personnel and ships. Kebapu
  Aswan-Apatu will have let them have the flight jacket. As the
  team depart from Kebapu Aswan-Apatu will announce that
  they have 2 days to determine if they are part of the “tree of
  destiny and rebirth”
  Computer searches using the Victrix database will not
  initially come up with meaningful results, however, Shrier will
  suggest checking Hiver Academy files and this search will
  find Ed “Flammer” Harris. Following him through the files will
  place him as the 2nd Cutter Pilot on the Mississinewa on its
  last ill-fated voyage. The Mississinewa left for spinward in
  1201 and has not been seen since. Now it appears that it
  reached Ebekhar.
  Also attached to the flight jacket was “Flamers” comm unit,
  which hopefully contains the last few hours of conversation
  between him and the Mississinewa. Extensive computer
  analysis will recover the files, apparently the Mississinewa
  jumped into the system in late 1200 and detected what was
  probably a “Guilded Lilly” vampire trader on final approach
  to Ebekhar. When challenged, three Mastiff SDB’s attacked
  the Mississinewa who immediately launched her gun-pack
  armed cutters. The resulting battle destroyed one of the
  SDB’s before they were reinforced by two more
  sophisticated models from Hope (almost certainly the
  Solace SDB’s the team encountered). The Mississinewa
  ordered an emergency jump to the Kennebunk system, but
  was unable to recover Cutter 2 before she was driven off. 
  Flamer managed to get the cutter down onto Hope, but
  was caught in the explosion when one of the SDB’s strafed
  the downed cutter. The Main Men recovered him, but his
  injuries were too severe. The last statement on the recorder
  details flamers last will and testament and is witnessed by
  Kebapu Aswan-Apatu
  In two days Sabewebpeabpa will return, ready to take a
  message back to Kebapu Aswan-Apatu. If the RCES team
  agree that they are part of the “Tree of Destiny and Rebirth”,
  a squad of armed Bwap will appear in approximately 2 hours
  ready to join the fight. They will state that they are there to
  act as messengers and that the rest of the Main Men will
  appear when called. The team have gained some valuable
  and well armed allies
  Whilst the team are trying to determine a plan,
  Sabewebpeabpa will casually mention that the Main Men
  know a way into Lillian’s Domain. Apparently the Main Men
  know some maintenance tunnels that lead to one of the
  surge rooms on the water intake to the filtration plant (they
  have set up fishing nets there to catch the small lake life that
  is dragged in via the pumps). There is a door from that room
  that leads into the purification plant. Unfortunately the door
  is locked. 
  Any team members that investigate will be lead by a Main
  Man scout down a series of walkways eventually ending in
  a manual hatch. Opening the hatch leads to a huge but
  dimly lit cistern. Below the mezzanine floor grating a large
  area of water can be seen filling the room within about 3
  meters of the ceiling. Various nets can be seen straddling
  the “pond” attached to the walkways. Across the room, there
  can been seen an old rusted manual hatch. Inspection of the
  hatch will reveal no obvious alarm wires but the hand-wheel
  will not turn. In fact the door is alarmed on the other side, but
  the alarm is old and crude, and goes via several sub-
  systems before the engineering robots on the power plant
  level became aware of it. The hand-wheel has been wedged
  shut on Lillian’s side of the door.
  LILLIAN STRIKES BACK
  Whilst the Team have been rallying the tribes, word has
  spread of their heroics and their stated intention of over-
  throwing Lillian. Unfortunately for the RCES team, the more
  “mystic” clans are very poor at keeping secrets, and soon
  
  -48-
  the team’s intentions have reached the ears of the Lazarus
  Clan. The Lazarus elders quickly decided that the team
  would be defeated and Lillian’s wrath terrible, so in order to
  preserve their tribe (and to keep their personal positions of
  power), a small delegation was sent to Lillian’s domain to
  warn her and to curry favor.
  Lillian was very interested at the news, as she had been
  unable to detect the camouflaged Victrix and was unaware
  of the team’s location or actions. However, she had a
  problem, her forces were primarily fixed and defensive in
  nature. Even sending every robot outside to battle the
  combined clans can give no guarantee of victory and would
  leave her vulnerable. Her Breed forces, cybernetically
  enhanced humans controlled by a virus computer implanted
  into their brains (see Vampire Fleets) are much more
  versatile and expendable. Unfortunately the food offerings
  from the Lazarus tribe were only enough to keep about 2
  squads worth fed, and the remainder of the two companies
  were in cold sleep. The Lazarus clan itself would need a little
  encouragement to start a pitched battle, and would be
  outnumbered by the combined clans.
  So Lillian came up with a daring plan, she revived a
  company of breeds, and sent them to the Lazarus clan
  encampment. There they “persuaded” the clan to mobilize
  for an attack on the other clans. Food supply problems have
  governed Lillian’s strategy, her mobile forces have used the
  Lazarus Clan’s entire food supply to support themselves for
  the campaign. They must attack the other clans in order to
  gain their stored food supplies. This will allow Lillian to
  supply her other Breed Company, or maintain the active
  company in the field. Lillian’s new forces now have 5 days
  before their food supplies run out and they must capture
  additional provisions before then.
  Lillian’s forces will strike at the nearest “mystic” clan within
  2 days of the Breeds reaching the Lazarus camp. Unless
  stopped they will massacre the clan, pillage its food supplies
  and be equipped for another 10 days in the field. The RCES
  forces must stop this menace quickly before it grows. Smart
  team members may have been watching the gates to
  Lillian’s domain and may have spotted the Lazarus clan
  messengers or the Breed Company.
  If 
  Lillian’s 
  forces 
  gain 
  sufficient 
  provisions 
  for
  approximately 20-30 days, then she may consider reviving
  the other Breed Company (either a reinforcements or
  casualty replacements).
  Swift and decisive action here will gain the team valuable
  expertise in organizing and commanding their new low tech
  allies, and also a potentially large cache of TL9 infantry
  weapons. It will also prevent Lillian from fielding more Breed
  forces and effectively confine her to her domain, the
  remaining robots being too valuable to risk in exterior
  patrols.
  ENDGAME
  After driving Lillian’s Breed forces and clan allies from the
  field, the team should regroup to tend the wounded and
  distribute any captured weapons. Simple basic hygiene etc.
  can raise the effective TL of the clan medical facilities to
  TL5, which will dramatically increase the survival rates of the
  wounded. 
  It will take approximately 1 month for the team to train any
  of their clan allies in the effective use of the captured
  firearms. This is probably too long for the RCES team.
  However, there is a group that would take to the use of
  firearms in only a few days. The Imperial Era remnants with
  military experience, and specifically the Imperial Navy Vargr
  serving with the Restored. This will dramatically increase the
  effectiveness of the clan forces.
  It is up to the RCES team to determine the plan of final
  attack, although a council of tribal leaders will review any
  proposed attack and dismiss any plans that will lead to large
  scale casualties to any one tribe. Any newly equipped forces
  or the RCM recon team on the Victrix would be useful as
  spearhead forces, and any heavy weapons carried by the
  recon team would be very useful to opening one or more of
  the now sealed entrances to Lillian’s domain.
  Lillian will have defended the entrance to her domains with
  the medical / admin bots supported by the Janitor bots. The
  majority of the security bots are acting as command
  elements / specialists / stiffeners to these forces. A handful
  of security bots have been left as a floating reserve.
  Once the RCES are inside the boundaries of Lillian’s
  domain (either via a direct assault on one of the two doors,
  or via the secret access provided by the Main Men), they
  can start their assault. Clever team members will probably
  seek to strike directly at Lillian and let any available clan
  forces keep the robots busy.
  A computer or engineering expert could attempt to
  shutdown power to specific system, however the presence
  of an active virus (Lillian) in the control system will prevent
  such a means of attack. Destroying or shutting down the
  fusion power plants will cause the geo-thermal plant to cut
  in to provide power. If that is also taken off line then
  emergency power will kick in to provide limited services.
  Emergency power will keep Lillian alive and also trigger the
  evacuation lighting, illuminating the entire core facility in an
  eerie red light, whilst fire exit signs start to flash and  the fire
  alarm wails in the team’s ears.
  Getting to the power plant should be relatively easy if the
  team used the secret entrance. There will be the occasional
  patrol of two janitor robots if the Core is on alert. Once in the
  power control room, there will be a handful of maintenance
  robots for the RCES team to deal with before they can
  assume control of the power center. Unfortunately turning
  off the power will not affect the robots (although they will
  eventually run down in about 4 days).
  If the team attempt to connect the Snake or a lightening
  
  -49-
  bolt up to the computer net, Lillian will quickly firewall the
  area, especially if the RCES team used the Snake against
  her SDB’s. They will have no choice but to advance on
  Lillian herself. Once she becomes aware of the RCES team
  she will dispatch a unit of security robots to deal with them.
  If they have cut the power, her wheeled security robots will
  be restricted to the levels they are on (the lifts will stop
  working if the complex is on emergency power). In this
  instance she will bolster the available security robots with
  armed nursing bots. The security patrol will be the same
  number of robots as RCES team members, either security
  robots or approx. 50%/50% security robots and nursing
  bots.
  Once they have fought their way past the security patrol,
  the team can advance on the computers that are Lillian.
  Occasionally combat with the various tribes will release the
  occasional robot who will attempt to intercept the team. The
  Referee should adjust the number and scale of these
  encounters based upon the remaining strength of the RCES
  team.
  Once they enter the Computer Room on Level 2, they will
  be greeted by a vast computer bank, and the voice of Lillian.
  She will quickly surrender and attempt to praise the team on
  their skill and courage. She will then announce that she has
  valuable information on the real source of the “Guilded Lilly”.
  Once “Guilded Lilly” passes her voder, the team members
  will hear a distant “Krump” and all indications on the
  computers will extinguish. Lillian is dead!!
  The death of Lillian will not affect the robots under her
  command who will continue to fight until destroyed. If they
  are corralled in an area, they will run down in about 4 days.
  CHARACTERS OF HOPE
  LILLIAN
  Lillian is a puppeteer strain virus inserted into the data
  system by Ernest’s expeditionary force nearly three
  decades ago. She is loyal to Ernest’s plans up to the point
  of defeat when she will attempt to bargain for her continued
  existence. 
  She is quite ruthless and not above using terror tactics,
  blackmail and controlled atrocities to govern her domain
  both on Hope and Ebekhar. It is she that came up with the
  ideas of: reviving remnants with useful skills to support the
  Westfalen party government; the use of hostages held in the
  low berths; the production of breeds to terrorize the warren
  dwellers; and even the exchange of Ebekharian and Hope
  natives to the very occasional passing vampire ship in trade
  for information and technology.
  THE WARDENS 
  Dr. Shandraa Imhotep 
  Leader
  Human, female, Vilani. Age 44 (104)
  Classic Traveller:
  UPP: 558CE9
  Skills: Medical 4, Computers 4, Research 3, Leader 3,
  Brawling 1, Survival 1.
  TNE:
  UPP: 558CE9-0-B
  Combat Assets: Melee (Unarmed martial arts) 9.
  Other Assets: Medical 6 (Trauma 2/14, Diagnosis 2/14,
  Surgery 
  2/14), 
  Computers 
  14, 
  Research 
  14,
  Observation 14, Biology 15, Leadership 13, Will power
  12, Survival 10.
  Motivations: Shandraa is the senior most facility
  scientist-doctor remaining amongst the "Wardens", and
  takes her role seriously. It was she and two others that
  corroborated the awakening of the Inmati & Morlocks.
  Unfortunately as Virus had inserted itself, it wiped out many
  pertinent details of the cryo-frozen remnants, like their
  status criminally, mentally, and sometimes medically. She
  has a strong commitment to the Wardens, and the people
  still frozen, as well as the Inmati who are sick. She is not
  intimidated by violence, and will not hesitate to use it in her
  defense or those under her care.
  THE INMATI
  Griffon O'Malley 
  Leader (Horde)
  Human, male, Solomani age 30 (65)
  Classic Traveller:
  UPP: 8789A8
  Skills:
  Brawling 3, Large Blade 3, Survival 2,
  Leadership 3, Ground Tactics 2, Electronics 1.
  TNE:
  UPP: 8789A8-0-A
  Combat Assets: Melee (Unarmed Martial arts 13,
  Armed martial arts (large Blade) 13). 
  Other Assets: Willpower 13, Survival 12, Leadership
  13, Ground Tactics 12, Stealth 10, Intrusion 10,
  Electronics 9.
  Motivations: Griffon was a martial artist athlete, the
  captain of his team in the Sector wide Olympiads of the
  prewar era. Griffon is aggressive, and inclined to use
  violence to resolve problems, especially where nests of
  Morlocks are discovered. Griffon's group works closely with
  the Restored, as they have the bulk of the skilled craftsmen,
  and has some contacts amongst the Main-Men. 
  "Yiseldra of the Seven Sagas"
  Leader (The Dream Web) 
  Human, female, Solomani, age 23 (53)
  Classic Traveller:
  UPP: 546995 
  Skills: Small Blade 1, Brawling 1, Bluff 3, Instruction 2,
  Liaison 1, Survival 1.
  
  -50-
  TNE:
  UPP: 546995-5-A
  Combat Assets: Armed martial arts 7, Unarmed martial
  arts 7. 
  Other Assets: Act/Bluff 13, Instruction 12, Persuasion
  11, Survival 10.
  Motivations: Yiseldra is dying of a terminal disease
  (Referee select one) that slowly debilitates the health of the
  person. Attractive, yet frail. Yiseldra is aware of her own
  mortality, and this insight has allowed her to become a better
  storyteller, and leader of her group of survivors.(Treat her
  storytelling in the way one would a Traditional Gaelic Bard).
  She instructs and leads. The entropy-fatalism of the
  Doomed, her "re-birth" tribe did not appeal, to her so she
  traveled and applied with the Dream Web. Lately Yiseldra's
  dreams have entered her stories in prophetic fashion
  (inexplicably), and her latest tale is of far travelling saviors
  riding the stars.
  Reverend Brother Shu Shan Li
  Leader (Shangri-La) 
  Human, male Solomani, age 54 (84)
  Classic Traveller:
  UPP: 565A7A
  Skills: Brawling 2, Instruction 3, Admin 3, Liaison 3,
  Leadership 2, Survival 1.
  TNE:
  UPP: 565A7A-0-8
  Combat Assets: Unarmed martial arts 12. 
  Other Assets:
  Instruction 13, Leadership 11,
  Philosophy 12, Willpower 12, Religion 12, Persuasion
  13, Survival 10, Stealth 10.
  Motivations: The "Reverend Brother Shu Shan Li" is an
  assumed name of Hoargrave Berrents, a former con man,
  and charlatan. He leads the "utopians" of Shangri-La, and is
  a pathological liar par excellence. He has also over the past
  thirty years convinced himself of his own lies. The "perfect
  pacifistic society must be entered with uncluttered mind &
  life (meaning the very poor who have no wealth to contribute
  to the Rev Br. Shu, and those of diseased mind or body are
  excluded.). Under his leadership, those seeking peace from
  the rest of the Inmati's squabbles maybe found here, though
  they too cannot comprehend the horrors of the Morlocks
  (and thus deny they really exist). Shu's isolationist group
  tends to be xenophobic at best.
  Androhaar Shunishaam 
  Leader (The Restored)
  Human, male, Vilani; age 45 (75)
  Classic Traveller:
  UPP: 7779A7
  Skills: Archery 2, Large Blade 2, Mechanic 1, Medical 1,
  Navigation 1, Observation 2, Stealth 1, Survival 2,
  Tracking 2.
  TNE:
  UPP: 7779A7-0-9
  Combat Assets: Archery 12, Armed martial arts 12.
  Other Assets: Mechanic 9, Medical (Trauma aide) 9,
  Navigation 10, Observation 12, Stealth 10, Survival 12,
  Tracking 12.
  Motivations: Androhaar is willing to help anyone in need,
  and has operated his group of awakened survivors in such
  a manner. His group produces crossbows for trade and sale
  to other groups (save the Morlocks, of course!). Androhaar's
  violent tendencies stem from counterattacking Morlock
  raiders. 
  Richard "Mad Hatter" Hoare
  Leader (Libre est St. Denis) 
  Human, male. Solomani, age 53 (103)
  Classic Traveller:
  UPP: 876987
  Skills: Large Blade 3, Brawling 3, Archery 3, Leader 3,
  Survival 2, Ground Tactics 1, Mechanic 1, Medical 1.
  TNE:
  UPP: 876987-0-9
  Combat Assets: Armed martial arts 13, Unarmed
  martial arts 13, Archery 13: 
  Other Assets: Survival 12, Leadership 13, Ground
  Tactics 12, Stealth 10, Intrusion 10, Mechanic 9, Medical
  (trauma aide) 9.
  Motivations: Mr. Hoare is the erstwhile leader of the
  Liberate St Denis Movement from the planet of the same
  name. He was rounded up in a police sweep in 1119, and
  sent here for "cryo-freeze to keep him from rabble rousing.
  Since being awakened, he has taken hold of this group of
  his former members, and added a few more. (Mr. Hoare was
  also a Sol Sec agent, sent to "disturb" the Hi-pop world of St
  Denis). They are ardent Human supremacists, and dislike
  the Restored (due to their Vargr members) and any of the
  Bwap Main-Men slightly less than the Morlocks. He makes
  no secret of his bigotry to all things non-human, and is more
  than willing to use violence to achieve his ends.
  Heramis Ghanek
  Leader (The Doomed)  
  Human, female. Solomani, age 53 (103)  
  Classic Traveller:
  UPP: 3458A4
  Skill: Instruction 3, Medical 2, Survival 2. 
  TNE:
  UPP: 3458A4-0-7
  Combat Assets: (none) 
  Other Assets: Medical (Diagnosis) 12, Instruction 13,
  Survival 12, Stealth 10, Intrusion 10.
  Motivation: Heramis leads the Doomed: those awakened
  
  -51-
  who are dying of terminal diseases. Due to the nature of
  Lillian's computer override controls being damaged by the
  other Inmati, and sometimes the Morlock, it is not as simple
  as one may think to return to lowberth. Heramis suffers from
  Alzheimer's, and its onset has reduced her from Veteran
  status to her present condition. They suffer in dignity, and
  carry on as before, tending their small gardens, and
  conducting limited barter-trade with the main-Men. They
  endure their visits from the Wardens. Heramis' lust is
  actually an obsession for death to come and take her before
  she forgets even her own identity.
  "Elijah" McCabe
  Leader (The Lazarus Clan) 
  Human, male, Solomani, age 64 (94)
  Classic Traveller:
  UPP: 456AA6
  Skills: Large Blades 2, Brawling 2, Leader 2, Computer
  1, Electronics 1, Ground tactics 1. 
  TNE:
  UPP: 456AA6-0-8
  Combat Assets: Armed melee combat 12, Unarmed
  melee combat 12. 
  Other Assets: Ground tactics 10, Leadership 12,
  Religion 13, Electronics 7, Computers 7.
  Motivations: The "Prophet" Elijah McCabe is totally
  devoted to the AI-Lillian as his "goddess", and has built up
  his cult with ruthless precision, obeying his "visions" from
  "her". Dissenters, like the Doomed, are placed outside the
  group's warrens for the Morlocks to dispose of. He has
  seconded his morals for his authority based on his god's
  whims, and rationalizes all else beneath it.
  THE MORLOCKS
  Shuugrak Skullsplitter 
  Leader
  Human, male, ???, age 55 (85)
  Classic Traveller:
  UPP: A99772
  Skills: Large Blades 3, Brawling 3, Spear 3, Ground
  tactics 3, Leader 3, Interrogation 2, Survival 2,
  Navigation 1, Tracking 2.
  TNE:
  UPP: A99772-0-2
  Combat Assets: Armed martial arts 13, Unarmed
  martial arts 13, Thrown weapon 13. 
  Other Assets:
  Ground tactics 13, Stealth 13,
  Observation 12, Leadership 13, Interrogation 12,
  Survival 12, Navigation 10, Tracking 12.
  Motivations: Shuugrak's name amongst his kind is a
  totem watchword for a successful raid/ hunt. His rulership of
  these packs is undisputed still (all other would-be rivals have
  been "eliminated" either by himself, or those who hunt
  them). His "elite" call themselves the "Fire Demons", (and
  wear the heavy fireproof coats of the former Fire-Emergency
  services of the facility, and their broad brimmed helmets).
  Each wields one of the 25 "sacred" axes (Standard Fire axe,
  two-handed weapon). All of the Morlocks wear scalps of
  their kills woven into belts, baldrics, etc. Recently they have
  come to fear the "Swoosh-darts" of the Restored & Horde
  (Crossbow bolts). Shuugrak demands fealty of all his
  followers. His elite sacrifice a finger, which he wears about
  his neck as "power over them". They in turn, wear necklaces
  of pinkie fingers over their pack-leaders, and so on.
  Shuugrak wields a modified great axe made from a gear
  head and sharpened on the plascrete floor, blackened by
  fire, and adorned with the shrunken heads of rivals. He
  carries 
  numerous 
  sharpen 
  throwing 
  implements.
  (Shuugrak’s real name is Isaac Shuugrakhamash, a
  sociopathic serial killer who enjoyed dismembering his
  victims, [usually professional doctors, psychiatrists, etc]. He
  was sentenced to penal cryo-prison as criminally insane in
  1117 off St. Denis. He was "awakened" by one of Dr
  Imhotep's assistant's 30 years ago, who he promptly
  murdered, and disposed of.) The Morlocks have grown out
  of his leadership over other suitable candidates exiled from
  the Inmati, or from those fellow cryo-prisoners. Women
  Prisoners are kept long enough to breed once, and then are
  butchered. There are no female Morlocks.
  TRIBESMEN
  The following names have been provided to help the
  referee generate random tribesmen:
  •
  Kerigan
  •
  Mahmoud
  •
  Aziim
  •
  Isamoto
  •
  Mokotu
  •
  Talva
  •
  Mula
  
  -52-
  TNE MASS COMBAT SYSTEM STATISTICS
  The following clans can place effective armed forces into
  the fray:
  HORDE: 
  3 Companies TL2, Veteran Troops, equipped with
  swords, axes and crossbows. Medium Troops. Combat
  Value: 15 each
  RESTORED: 
  1 Company TL2, Regular Troops, equipped with spears,
  clubs with a few swords and axes. Light Troops. Combat
  Value: 6 
  1 Platoon TL2, Veteran Troops, including the Imperial
  Vargr, equipped with spears, swords, knives and
  crossbows. Medium Troops. Combat Value: 5.
  If equipped with captured TL9 firearms, their Combat
  Value is raised to: 17
  LIBRE EST ST DENIS:
  1 Company TL1, Regular Troops, equipped with spears,
  clubs with a few swords and axes. Light Troops. Combat
  Value: 4
  LAZARUS: (PRO LILLIAN)
  1 Company TL1, Regular Troops, equipped with spears,
  clubs with a few swords and axes. Light Troops. Combat
  Value: 4
  2 Platoons TL1, Regular Troops, equipped with spears,
  clubs with a few swords and axes. Light Troops. Combat
  Value: 1
  MORLOCKS:
  5 Companies TL1, Veteran Troops, equipped with
  spears, clubs, with some swords and axes. Light
  Troops. Combat Value: 6
  1 Bodyguard Section, TL1, Elite Troops, equipped with
  fireman’s jackets and fire axes. Medium Troops. Combat
  Value: 2
  MAIN MEN:
  1 Company TL3, Veteran Troops, equipped with chain
  mail armor, swords, crossbows and some primitive fire
  arms, and bombs. Heavy Troops. Combat Value: 30
  LILLIAN:
  1 Platoon TL9, Janitorial Robots (Novice), equipped with
  their intrinsic armor and snub pistols. Light Troops,
  Combat Value: 4
  1 Section TL9, Nursing Robots (Novice), equipped with
  their intrinsic armor, TL9 ACRs, and Laser Rifles. Light
  Troops, Combat Value: 2
  1 Section TL12, Security Robots (Veteran), equipped
  with their intrinsic armor, TL12 laser rifles. Heavy troops.
  Combat Value: 16
  2 Company TL9 Breeds (Regular), equipped with laser
  rifles, ACRs and flak jackets. Medium Troops, Combat
  Value: 33 each
  Automated Perimeter Defenses (1 Section equivalent -
  Veteran), TL12, lightly armored, equipped with TL12
  laser carbines and gas dispensers. Medium Troop
  equivalent. Combat Value: 11
  
  -53-
  CHAPTER 8: THE WATCHERS
  Lillian’s base on Hope is not the only Vampire presence in
  the Ebekhar system, Ernest maintains his own personal
  forces here as well. 
  SINQUAY’S RINGS.
  A small orbital base has been established in the rings of
  Sinquay (Orbit 6). The base acts as an early warning system
  for Ebekhar and specifically Lillian, to visitors from out-
  system. 
  The base consists of four cutter modules connected
  together as follows:
  Module 1: A standard fuel processor module
  Module 2: A standard support module
  Module 3: A standard command module
  Module 4: A survey module with the staterooms,
  densitometer and neutrino sensor removed and a
  150,000km TL12 folding passive EMS system installed.
  The base is run by an administrative deskbot
  reprogrammed for sensor operation, a BURR engineering
  assistant and two small zero G space station maintenance
  bots.
  The base uses its passive array to watch for visitors and
  will send a maser message to Lillian (who alerts the
  Ebekharians), and another message to Ernest’s SDB’s. Its
  fuel supplies are topped up by one of the Vampire SDB’s
  every time the Bulk Transport enters the system with
  another “Lilly”.
  In the event that the RCES detect the presence of the
  orbital base (probably from communications logs recovered
  after they have defeated Lillian), then once the base realizes
  that they have been discovered (direct active scans, direct
  hails, the Riggins Victrix on a direct intercept course), then
  they will detonate a small tactical nuclear weapon and
  destroy themselves to preserve the secret of Ernest and
  Iiselu.
  SOLACE SDB WING
  Ernest also maintains a wing of three vampire Solace
  class SDB’s in orbit around the gas giant Charybdis. Their
  job is to provide security for the visiting Bulk Transport,
  however, they have a secondary purpose to provide
  information to Ernest of the destruction of the vampire
  presence in the Ebekhar system at all costs.
  They normally hide within gas giants’ rings and moons, but
  if they detect a nuclear detonation from the location of the
  orbital station, or detect the Victrix heading towards them,
  then they will hide. If the Victrix detects one of the SDB’s
  then the other two will leave it to fight the RCES. If the Victrix
  spots two SDB’s and makes it obvious to the vampires (i.e.
  firing on both SDB’s), then the two vampires will combine to
  defeat the RCES whilst the third remains hidden. If the team
  spot all three SDB’s, then two will move to engage the
  RCES team, whilst the third moves to hide.
  
  -54-
  CHAPTER 9: AFTERMATH
  With Lillian’s consciousness wiped from the still
  smoldering data banks of the Susan Gage Foundation, and
  with warren dwellers running amok on the levels below, the
  RCES team have won the right to feel victorious and
  exhausted. Once the euphoria wears off, they will realize the
  trial has apparently gone cold. 
  Lillian was extinguished before she could reveal anything,
  although the nature of her demise, and the lack of ship
  building facilities on Hope will confirm that the Ebekhar
  system is not the origin of the “Guilded Lilly”. Somewhere in
  the depths of the Diaspora sector an insidious vampire
  threat still remains. 
  Hope is now in the hands of the newly united tribes of
  warren dwellers, whilst on Ebekhar, Colonel Westonhaus as
  assumed control of a government of national unity and is
  attempting talks with the St Deniser factions.
  The only course of action now seems to be follow the
  information held within “Flammers” flight suit comms
  recorder and to re-visit the Kennebunk system to look for the
  missing RCS Mississinewa, hopefully she saw something
  usefully during her last battle.
  The Riggins Victrix will receive a last message of thanks
  from Colonel Westonhaus just as she disappears into Jump
  space in a blue flash of her jump grid. Next stop Kennebunk.
  
  -55-
  APPENDIX A: STARSHIPS
  REFORMATION COALITION
  VICTRIX CLASS MULTIMISSION SLOOP
  The Victrix ships are survivors of and copies of a class of
  multipurpose warship constructed by the Solomani
  Confederation during the Final War. They are true TL12
  thoroughbreds: fast, long-legged, well-armed and highly
  capable, but “highly-strung” and quite demanding to
  operate. All 11 units of the class currently serving the RCES
  are slightly different.
  Like all Victrix ships, Riggins Victrix is a tight design.
  Except for her recovered TL13 jump drive, all her systems
  are TL12. (All Victrix class ships have at least J3
  performance with TL13 drives, but some are fitted with
  recovered lightweight high tech drives. These not only allow
  higher absolute performance, but the weight savings allow
  these vessels to have beefed up hull plating).
  All crewmembers except the captain are housed in double
  occupancy, but when extra crew or troops are carried, hot
  bunking is required. Fuel carriage is also at a premium;
  Victrix ships also require careful attention to fuel usage. The
  G-Turn figures below based upon fuel reserved for Jump-N
  also apply to a ship that has just entered a system after
  having completed such a jump. An additional six G-Turns
  may be gained by burning power plant fuel, but this is
  potentially risky. Although all Victrix ships have “good legs”
  based upon their Jump-3 performance, the cost in their
  limited fuel tankage means that such deep penetration
  missions must have their jumps carefully plotted to place a
  fuel source very near the far end of the jump-space “hole”,
  preferably in such a location as to completely use up the
  ship’s residual velocity.
  Ships systems draw a total of 984.61075 MW, a shortfall
  of 29.61075 MW. When the contra-grav is secured, there is
  no shortfall, but whilst the CG is in use, the area jammer is
  usually shutdown, and the EMS deceptive jammer has its
  short range reduced to 3,000km (quite sufficient to counter
  planetary surface and orbital threats when flying NOE). Note
  that the power shortfall varies. 18.3 MW is set aside for
  weapons, and any spare power capacity can be used to
  reduce the power shortfall. The above weapons load only
  requires 10.9MW leaving 7.4MW spare.
  Unlike most starships, Victrix ships are equipped with
  direct-fire ground attack weapons. These are of absolutely
  no use in space combat due to their limited range, but are
  used in planetary combat. The two plasma guns are used for
  strafing ground targets in support of ground troops. These
  weapons are fired by the pilot/maneuver officer and can be
  fired in High or NOE flight modes. They are fully stabilized to
  allow fire at any speed, and their fire control allows up to four
  difficulty modifiers to be disregarded. A full load of
  ammunition for each gun (200 rounds total) are carried.
  Victrix ships are also equipped with a remote chin
  mounted turret mounting a squad support laser. This turret
  is fully stabilized with a –4 Diff Mod fire control like the
  plasma guns, but is usually used in NOE mode to lay down
  suppressive anti-personnel fire when recovering troops. The
  turret can be fired by one of the bridge command crew or an
  MFD operator, but no additional apply when fired under
  MFD control. The turret can bear in any direction below or at
  the same level as the ship, but may not fire at targets above
  the ship.
  Although some of the relic Victrix ships have not been
  refitted for multi-mission pod carriage, all new vessels are so
  fitted. The maximum allowed mass for all pods is 473
  tonnes, or the ship’s performance will fall to 2G. TL12 fuel
  purification machinery (3.6 MW), 23.25 hours to refine 2325
  cubic meters of fuel, or 100 cubic meters per hour. 11% fuel
  scoops allow the ship to skim a full fuel load in one hour.
  TNE:
  General Data
  Displacement: 400 tons
  Length: 60.5m
  Price: 349.00MCr
  Configuration: Slab AF
  Hull Armor: 40
  Volume: 5,600 m3
  Target Size: Small
  Tech Level: 12/13
  Mass (Loaded / Unloaded): 5,704.46 / 5,496.33
  Engineering Data
  Power Plant: 955MW TL12 Fusion (50MW/hit), 1 year
  duration (29.61075 MW power shortfall)
  Jump Performance: 4 (1400m3 fuel for J4, 1050m3
  fuel for J3, 700m3 fuel for J2, 350m3 fuel for J1) with
  relic TL13 jump drive
  G Rating: 4G (200MW/G), contra-grav lifters (40MW)
  G-Turns: 37 with J4 fuel reserve (51 with J3 fuel
  reserve, 65 with J2 fuel reserve, 79 with J1 fuel reserve,
  93 using all jump fuel), 25m3 each.
  Fuel Tankage: 2325m3 (166 tons), plus 143.25m3
  (10.23 tons) reserved for the power plant 
  Maint: 222
  Electronics
  Computer: 3 x TL12 Fiber-Optic Computers (0.4 MW
  each)
  Commo: 2 x TL12 1000AU Radio (only one powered to
  300.000km level, 10 hexes, 10MW), TL12 1000AU
  Maser (0.6MW)
  Avionics: TL10+ Avionics, TL12 Terrain Following
  Avionics, 
  Sensors: TL12 PEMS fixed array 150,000km (5 hexes,
  
  -56-
  0.2MW), TL12 AEMS 300,000km (10 hexes, 27.5MW)
  ECM/ECCM: 
  TL12 
  120,000km 
  EMS 
  Jammer
  120,000km, (4 hexes, 33MW), TL12 15,000km Area
  Jammer (same hex, 6.75MW), EM masking package
  (5.6MW)
  Controls: Bridge with 9 bridge workstations, plus 10
  other workstations.
  Armament
  Offensive: 3 x 120MJ Laser Turrets (Locs 2, 3, Arcs 1,
  2, 3; Loc: 10, Arcs: All; 3.3MW each, 1 crew each)
  Planetary Combat Only:
  2 x forward firing rapid fire plasma guns with 100 rounds
  per gun, 1 x remote turret with squad support laser.
  Defensive: 1 x TL12 sandcaster turret (Loc: 10, Arcs:
  All; TL12, 1D10x5 per hit; 30 cann; 1MW; 1 crew)
  Master Fire Directors:
  2 x TL12 Missile/Beam MFD, (4 Diff Mods; Msl 10
  hexes; 10 hexes; 3.1MW each; 1 crew each).
  Weapon Stats
  TL12 120MJ Laser Turret: Eff. 4:1/9-27; Medium. 8:1/9-
  27; Long. 16:1/6-19, Extreme. 32:1/3-9.
  76Mj RF Plasma Gun: ROF: SA5; SR:870; Dam:262;
  Pen Val:262-262-131-26; Conc-Burst:69-25; FC:4
  Squad Support Laser: ROF:SA5; SR:300; Dam:
  Varies; Pen Val: Nil; FC:4.
  Accommodations
  Life Support: Extended (1.12MW), grav compensators
  (3G; 28MW).
  Crew: 26 (10 engineering, 6 gunnery, 3 command, 2
  maneuver, 2 electronic, 2 maintenance, 1 medic).
  Crew Accommodations:
  1
  x
  small stateroom
  (0.0005MW), single occupancy for captain, 12.5 x small
  staterooms (0.0005MW each), double occupancy for
  remainder of crew
  Passenger Accommodations: None
  Cargo: 8M3, Small Cargo Hatch, 40-ton multi-mission
  pod.
  Small Craft: None
  Airlocks: 4
  Move
  Atmo Speeds: 5,600kph max; 4,200kph cruise; 480kph
  max NOE.
  Combat Move: High=778, NOE=22 
  Travel Move: Cruise=16,800km, NOE=960km.
  Agility (Target Movement Difficulty Modifiers)
  +9 Diff Mod (max speed, use vs. high mode combat
  move)
  +8 Diff Mod (cruising, use vs. high mode travel move)
  +6 Diff Mod (use vs. safe NOE combat move)
  +8 Diff Mod (use vs. 2 x safe NOE combat move)
  +10 Diff Mod (use vs. 3 x safe NOE combat mode)
  Damage Tables
  Systems 
  CG – 1H, MD – 1H, AG – 1H, ELS – 5H, Sickbay – 1H,
  AEMS – 2h, LT – 1H, PL Gun – 1H, Remote SSL – 1h,
  EMM – 1H, All Others – 1h
  Classic Traveller:
  VS-41447E2-040000-30000-0 400tns TL12/13
  BB
  1
  3
  Crew = 11
  B
  1
  3
  MCr: 399.237
  Fuel Plant & Scoops, Fuel =188, EP = 28, Ag = 4, Cargo
  = 0, 1 x 40tn Multi-Mission Pod. Crew Accommodation =
  11 Bunks. 
  Ground Attack Weapons: Squad Support Laser, 2 x
  Rapid Pulse Plasma A Guns
  40 TON LONG RANGE SURVEILLANCE POD
  This pod is designed to support long range covert
  surveillance of potential SAG targets. The pod carries an
  additional PEMS system (180,000km), and a missile turret
  (with additional magazine capacity) for the launching of
  remote surveillance drones.
  In addition the pod holds quarters for 10 covert agents
  (assuming double bunking in the SSRs), 4 marines – a
  reconnaissance team, together with four broomsticks for
  covert personnel drop / recovery. The onboard power plant
  powers the pod and supplies a power surplus to offset the
  power shortfall of the Victrix. Finally the pod carries
  additional cargo space and extra fuel for the HePlaR drive.
  Location
  Surface
  Interior
  1
  1-16: Ant
  1-2 PL Gun A, 3-4 PL Gun B, 5
  Remote SSL, 6-20 Elec
  2-3
  1-19: Ant
  1-4 Elec, 5-7 LT, 8-11 Hold, 12-20
  Quarters
  4
  1-9: Ant, 10:AL
  1-4 Eng, 5-8 Elec, 9-20 Hold
  5
  1-10: Ant
  1-4 Eng, 5-8 Elec, 9-20 Hold
  6-7
  1-15 Quarters, 16-20 Hold
  8
  1-2: SCH
  1-5 Pod, 6-20 Hold
  9
  1-5 Pod, 6-20 Hold
  10
  1-3 Sand, 4-6 LT, 7-20 Hold
  11
  Pod
  12-13
  Hold
  14-15
  1-5 Pod, 6-20 Hold
  16-17
  1-2:EMMR
  1-14 Eng, 15-20 Hold
  18-19
  1-2:EMMR
  1-15 Eng, 16-20 Hold
  20
  Eng
  
  -57-
  Volume: 560 m3
  Mass: Loaded: 301.9434 Unloaded: 236.9434
  Price: MCR 67.880296
  Power: 24 MW Fusion, 1 Year Duration (3.6m3)
  Electronics: 180,000Km TL12 PEMS folding array (6
  hexes) with a bridge workstation
  Armament: Missile Turret (2 ready Missiles, Loc X, Arcs
  All)
  Crew: 7 (1 elec, 1 drone operator, 1 Maint, 4 Marines) in
  4 SSR
  Passenger:10 (Dual occupancy in 5 SSR)
  Craft: 4 Broomsticks with minimal hangers, 2 launch
  ports
  Features: Cargo = 65m3, Missile Magazine Capacity =
  8, Additional HePlaR Fuel = 2 G-Turns (25m3 each),
  Power Surplus = 23.7455MW
  Maint: 7
  Systems 
  PEMS – 1H, MT – 1H, Hanger – 1H, PP – 1H, SSR - 2h
  each, Cargo – 1H, LS – 2h, ELS – 1h
  Location
  8-11
  Elec
  8-12 Missile Turret
  6
  Hold – magazine + hangers
  7
  Eng
  8-11
  Hold
  12-20 Quarters
  When coupled to the Riggins Victrix, the pod completely
  overcomes the ships power shortfall and actually leaves
  with Riggins with a power surplus of 1.53475MW, even with
  the Contra-Gravity operating.
  The Riggins Victrix carries a number of additional items in
  the pod cargo bay and magazine as follows:
  •
  A selection of TL12 canaries
  •
  TL8 Lightening Bolt Anti Viral Weapons
  •
  Snake Anti Viral Weapon x 1
  •
  TL12 Sensor Drones x 3
  •
  TL14 Sensor Drone x 1
  •
  Anti Ship Missiles x 6
  The Long Range Surveillance Pod provides an additional
  computer and sensors for extra covert monitoring, as well as
  four weeks worth of power plant fuel for the Victrix when it is
  in powered down mode. The pod also includes a sensor
  probe launcher (which could be used to launch missiles in
  extreme cases), as well as a magazine, a small amount of
  cargo and quarters for a crew of two (engineer and sensor
  operator) as well as four marines. Finally ten small bunks
  and a 4 dtn hanger containing 4 broomsticks are available
  for the temporary housing of covert agents.
  Classic Traveller:
  LRSP-04001S1-000000-00002-0
  40tns
  TL12
  BB
  1
  Crew = 2
  B
  1   
  MCr: 28.908
  No fuel plant or scoops. Fuel = 1, EP = 0.4, Ag = 0, 
  Marines = 4, Cargo = 3.8, Magazine, Craft = 4
  Broomsticks, Passengers = 10 Bunks, Additional fuel for
  Victrix = 4dtns, Crew / Marine accommodation = SSR x
  6.
  EBEKHAR
  MASTIFF CLASS SYSTEM DEFENCE BOAT
  The Mastiff SDB is a Solomani design dating from the time
  of the Terran Mercantile Community, when the Solomani
  were trying to defend their systems with locally built hulls
  against the threat of the Long Night. The design is still
  popular and was still being produced during the final days of
  the Third Imperium. 
  The ship has an extensive and long ranged electronics
  suite allowing it to operate as a picket vessel, and it is a hard
  target to hit, with its small size, jammers, stealth design, and
  2 TL9 rapid fire laser turrets usually slaved to an MFD for
  anti-missile defense.
  The ship is streamlined and its EAPlaC solid rockets allow
  it to launch and land on up to size A worlds. It carries fuel
  sufficient for one take off and landing. This system allows
  the Mastiff to adopt planetary hiding places unlike other TL9
  space only SDB designs. It utilizes a fusion rocket for in-
  system maneuvering.
  The MFD’s allow two missiles to be controlled out to 10
  hexes at –2 Diff Mods, and the lasers to act as point defense
  at –4 Diff Mods (-2 Diff Mods MFD, -2 Diff Mods ROF).
  Two additional workstations are provided for the customs
  inspector and senior marine to evaluate sensor information
  with regard to possible customs inspections and boarding
  actions.
  TNE:
  General Data
  Displacement: 150 tons
  Hull Armor: 36
  Length: 38.75m
  Volume: 2,100 m3
  Price: 220.4755MCr
  Target Size: Small
  Configuration: Streamlined Wedge
  Tech Level: 9
  Mass (Loaded / Unloaded): 2,241.672 / 1,447.052
  
  -58-
  Engineering Data
  Power Plant: 33MW Fission, 1 year duration (3.3m3
  Radioactives)
  Jump Performance: None
  G
  Rating:
  1G Fusion Rocket – 1530tn Thrust
  (Generating 30.6MW), 1G EAPlaC, 1500tn Thrust
  (Generates 30MW), Contra-Gravity (45MW)
  G-Turns: 40 for Fusion Rocket (7.65m3 each), 1.4 for
  EAPlaC
  Maint: 106
  Electronics
  Computer: 3
  x
  TL9
  Fiber-Optic Computers (1
  operational, 1 maintenance, 1 as backup)
  Commo: Maser (1000AU), Laser (1000AU), Radio
  (1000AU)
  Avionics: TL9 Flight Avionics, TL9 Navigation Aids
  Sensors: Radar (60,000km), Ladar (60,000km)
  ECM/ECCM: Stealth (TL9), Radar Direction Finder
  (30,000km), Radar Jammer (60,000km), Radio Jammer
  (30,000km)
  Controls: Flight Deck with 9 normal workstations, 1
  normal workstation. (3 workstations in turrets in the
  event of MFD failure)
  Armament
  Offensive: Missile Turret (2 ready missiles, Loc 10, All
  Arcs), 2 x 30MJ ROF 100, Laser Turrets with 30,000km
  beam pointers (Locs 16, 1, Arcs All, / All, -2 Diff Mods))
  Defensive:
  None
  Master Fire Directors:1 x TL9 Missile/Beam MFD,
  60,000km range, with 60,000km Radar, and 300,000km
  laser com.(2 Diff Mods, 2 hex, Msl 10 hex, 2 missiles)
  1 x TL9 Beam MFD, 30,000km range, with 30,000km
  Radar. (2 Diff Mods, 1 hex)
  Weapon Stats
  TL9 Missile: Controlled, Yield 50ktns, 12/12 G-Turns,
  Hits 1D6, Damage 1/14-43, Range 0, Sensors None,
  Signature Radar+2/ AEMS+2/ HRT+2/ PEMS+2/ Fire+1
  TL9 30MJ Laser Turret: Eff. 0.14:1/4-14; Medium.
  0.28:1/4-14; Long. 0.56:1/4-14, Extreme. 1.12:1/4-12.
  37.55tn, 41.35m3, MCR 6.151.ROF 10, MW 0.833; ROF
  50, MW 4.167, -1 Diff Mods; ROF 100, MW 8.333, -2 Diff
  Mods.
  Accommodations
  Life Support: Extended, No gravitic compensators
  Crew: 11 (1 engineering, 2 gunnery (MFD), 1 command,
  2 maneuver, 2 electronic, 1 customs inspector, 2
  marines).
  Crew Accommodations: 1 single occupancy SSR for
  captain, 5 dual occupancy SSR for remaining crew
  Cargo: 168M3, Large Cargo Hatch, Magazine for 10
  missiles, with autoloader.
  Small Craft: None
  Airlocks: 2
  Notes
  Waste space = 53.498m3, Fuel = 3.3m3 Radioactives,
  472.5m3 Solid Rocket Fuel, 306m3 Hydrogen. Fuel
  scoops 10% fills ships tanks in 0.36 hours. Fuel
  Processor refines 306M3 of fuel in 24 hours.
  Power Usage
  Take-Off: Power Generation is 33MW from power plant
  and 30 MW from the EAPlaC. In order to reduce the
  power shortfall when the contra-grav system is
  operating, the following systems are powered down:
  Radio, Radar Jammer, In addition the 2 laser turrets are
  reduced to ROF10.
  In this condition, the Mastiff has a power surplus of
  2.1455MW
  Orbital: Power Generation is 33MW. In order to reduce
  the power shortfall, the following systems are powered
  down: contra-grav lifters, Ladar, Radar Jammer, Radio
  Jammer, Beam MFD, and Laser Turrets. In this
  condition the Mastiff has a power surplus of 2.2415MW.
  Combat: Power Generation is 33MW from power plant
  and 30.6MW from the fusion rocket. In order to reduce
  the power shortfall, the following systems are not
  powered: Contra-grav lifters. In this condition, the Mastiff
  has a power surplus of 0.7455MW.
  
  -59-
  Damage Tables
  WOLVERINE CLASS SYSTEM DEFENSE
  BOAT
  The Wolverine SDB is an adaptation of the Mastiff class
  SDB, which addresses some of the potential shortfalls in the
  original Mastiff design. It exchanges the majority of the
  cargo hold of the Mastiff Class to include another cm of
  composite laminate armor (up to 7 cm), a 90,000km fixed
  HRT array, a 2 decoy dispensers carrying a total of 200
  decoys, and a 5 man marine combat team. This has
  required some compromises, the fuel scoops have been
  reduced in area, the cargo hold is reduced, additional SSRs
  are been added, and the flight deck has been updated to a
  full bridge.
  The design is still popular and was still being produced
  during the final days of the Third Imperium. 
  The ship has an extensive and long ranged electronics
  suite allowing it to operate as a picket vessel, and it is a hard
  target to hit, with its small size, jammers, decoys, stealth
  design, and 2 TL9 rapid fire laser turrets usually slaved to an
  MFD for anti-missile defense.
  The ship is streamlined and its EAPlaC solid rockets allow
  it to launch and land on up to size A worlds. It carries fuel
  sufficient for one take off and landing. This system allows
  the Wolverine to adopt planetary hiding places unlike other
  TL9 space only SDB designs. It utilizes a fusion rocket for
  in-system maneuvering.
  The MFD’s allow two missiles to be controlled out to 10
  hexes at –2 Diff Mods, and the lasers to act as point defense
  at –4 Diff Mods (-2 Diff Mods MFD, -2 Diff Mods ROF).
  TNE:
  General Data
  Displacement: 150 tons
  Hull Armor: 42
  Length: 38.75m
  Volume: 2,100 m3
  Price: 235.6615MCr
  Target Size: Small
  Configuration: Streamlined Wedge
  Tech Level: 9
  Mass (Loaded / Unloaded): 2,221.872 / 1,627.752
  Engineering Data
  Power Plant: 33MW Fission, 1 year duration (3.3m3
  Radioactives)
  Jump Performance: None
  G
  Rating:
  1G Fusion Rocket – 1530tn Thrust
  (Generating 30.6MW), 1G EAPlaC, 1500tn Thrust
  (Generates 30MW), Contra-Gravity (45MW)
  G-Turns: 40 for Fusion Rocket (7.65m3 each), 1.4 for
  EAPlaC
  Maint: 106
  Location
  Surface
  Interior
  1
  1 MFD Ant, 2-16 Sensor 
  & Comms Antenna
  Elec
  2
  1-10 Radio Antenna
  1-13 Quarters, 14-20
  Elec
  3
  1-10 Radio Antenna
  1-13 Quarters, 14-20
  Elec
  4
  Radio Antenna
  1-19 Hold, 20 Elec
  5
  Radio Antenna
  1-19 Hold, 20 Elec
  6
  Quarters
  7
  Quarters
  8
  1-7 Cargo Hatch
  Hold
  9
  Hold
  10
  1 AL, 2 MFD Ant,
  1-8 MT, 9-16 Elec,
  17-20 Hold
  11
  G Grav Lifters, 
  Eng
  12
  Fuel Scoops
  Hold
  13
  Fuel Scoops
  Hold
  14
  G Grav Lifters, 
  Eng
  15
  G Grav Lifters, 
  Eng
  16
  Fuel Scoops
  1-8LT, 9-20 Eng
  17
  Fuel Scoops
  1-8LT, 9-20 Eng
  18
  1-10 G Grav Lifters, 
  Eng
  19
  1-10 G Grav Lifters, 
  Eng
  20
  1-5 Mdrive Exhausts
  Eng
  Systems
  MFD 1H each, Ladar 1h, Radar 1H, Radio Com 1h,
  Laser Com 1h, Maser Com 1h, Radio Jammer 1h,
  Radar jammer 1H, Radar Direction Finder 1h. PP 2H,
  FR 2H, EAPLAC 5H, Contra Grav 1H, FPP 1H.SSR 2h
  each, LS 4H, ELS 2H, Cargo 2H, Laser Turret 1H each,
  Missile Turret 1H, 
  Classic Traveller:
  SDB-12013C1-100000-10001-0
  150tns TL9
  BB
  2      1
  Crew = 3
  B
  2      1
  MCr: 88.575
  Fuel Scoops, No Fuel Plant, Fuel = 4.5, EP = 4.5, Ag =
  1, Marines = 3, Magazine, Cargo = 4, 1G Rocket Engine
  for Atmospheric Use. Rocket Fuel = 66tns (enough for 1
  ascent to orbit and 1 descent). Pulse Lasers
  
  -60-
  Electronics
  Computer: 3
  x
  TL9
  Fiber-Optic Computers (1
  operational, 1 maintenance, 1 as backup)
  Commo: Maser (1000AU), Laser (1000AU), Radio
  (1000AU)
  Avionics: TL9 Flight Avionics, TL9 Navigation Aids
  Sensors: Radar (60,000km), Ladar (60,000km), HRT –
  fixed array (90,000km)
  ECM/ECCM: Stealth (TL9), Radar Direction Finder
  (30,000km), Radar Jammer (60,000km), Radio Jammer
  (30,000km), 2 Decoy Dispensers each holding 100
  decoys
  Controls: Bridge with 10 bridge workstations, 1 normal
  workstation. (3 workstations in turrets in the event of
  MFD failure)
  Armament
  Offensive: Missile Turret (2 ready missiles, Loc 10, All
  Arcs), 2 x 30MJ ROF 100, Laser Turrets with 30,000km
  beam pointers (Locs 16, 17, Arcs All, / All, -2 Diff Mods))
  Defensive: None
  Master Fire Directors: 1 x TL9 Missile/Beam MFD,
  60,000km range, with 60,000km Radar, and 300,000km
  laser com.(2 Diff Mods, 2 hex, Msl 10 hex, 2 missiles)
  1 x TL9 Beam MFD, 30,000km range, with 30,000km
  Radar. (2 Diff Mods, 1 hex)
  Weapon Stats
  TL9 Missile: Controlled, Yield 50ktns, 12/12 G-Turns,
  Hits 1D6, Damage 1/14-43, Range 0, Sensors None,
  Signature Radar+2/ AEMS+2/ HRT+2/ PEMS+2/ Fire+1
  TL9 30MJ Laser Turret: Eff. 0.14:1/4-14; Medium.
  0.28:1/4-14; Long. 0.56:1/4-14, Extreme. 1.12:1/4-12.
  37.55tn, 41.35m3, MCR 6.151.
  ROF 10, MW 0.833; ROF 50, MW 4.167, -1 Diff Mods;
  ROF 100, MW 8.333, -2 Diff Mods.
  Accommodations
  Life Support: Extended, No gravitic compensators
  Crew: 17 (1 engineering, 2 gunnery (MFD), 2 command,
  2 maneuver, 3 electronic, 1 EW officer, 1 customs
  inspector, 5 marines).
  Crew Accommodations: 1 single occupancy SSR for
  captain, 8 dual occupancy SSR for remaining crew
  Cargo: 37M3, Large Cargo Hatch, Magazine for 10
  missiles, with autoloader.
  Small Craft: None
  Airlocks: 2
  Notes
  Fuel = 3.3m3 Radioactives, 472.5m3 Solid Rocket Fuel,
  306m3 Hydrogen. Fuel scoops 5% fills ships tanks in
  0.72 hours. Fuel Processor refines 306M3 of fuel in 24
  hours.
  Power Usage
  Take-Off: Power Generation is 33MW from power plant
  and 30 MW from the EAPlaC. In order to reduce the
  power shortfall when the contra-grav system is
  operating, the following systems are powered down:
  Radio, Radar Jammer, In addition the 2 laser turrets are
  reduced to ROF10.
  In this condition, the Wolverine has a power surplus of
  1.894MW
  Orbital: Power Generation is 33MW. In order to reduce
  the power shortfall, the following systems are powered
  down: contra-grav lifters, Ladar, Radar Jammer, Radio
  Jammer, Beam MFD, and Laser Turrets. In this
  condition the Wolverine has a power surplus of 1.99MW.
  Combat: Power Generation is 33MW from power plant
  and 30.6MW from the fusion rocket. In order to reduce
  the power shortfall, the following systems are not
  powered: Contra-grav lifters. In this condition, the
  Wolverine has a power surplus of 0.494MW.
  Damage Tables
  Location Surface
  Interior
  1
  1 MFD Ant, 2-16 Sensor &
  Comms Antenna
  Elec
  2
  1-10 Radio Antenna, 11-20 HRT
  Antenna
  1-13 Quarters, 14-20
  Elec
  3
  1-10 Radio Antenna, 11-20 HRT
  Antenna
  1-13 Quarters, 14-20
  Elec
  4
  Radio Antenna
  1-15 Quarters, 16-20
  Elec
  5
  Radio Antenna
  1-15 Quarters, 16-20
  Elec
  6
  HRT Antenna
  Quarters
  7
  HRT Antenna
  Quarters
  8
  1-7 Cargo Hatch
  Hold
  9
  Hold
  10
  1 AL, 2 MFD Ant,
  1-8 MT, 9-16 Elec, 17-
  20 Hold
  11
  G Grav Lifters, 
  1-15 Eng, 16-20 Hold
  12
  Hold
  13
  Hold
  14
  G Grav Lifters, 
  Eng
  15
  G Grav Lifters, 
  Eng
  16
  Fuel Scoops
  1-8LT, 9-20 Eng
  17
  Fuel Scoops
  1-8LT, 9-20 Eng
  18
  1-10 G Grav Lifters, 
  Eng
  19
  1-10 G Grav Lifters, 
  Eng
  20
  1-5 Mdrive Exhausts
  Eng
  
  -61-
  Systems
  MFD 1H each, Ladar 1h, Radar 1H, Radio Com 1h,
  Laser Com 1h, Maser Com 1h, Radio Jammer 1h,
  Radar jammer 1H, Radar Direction Finder 1h, HRT 2h,
  Decoy 1h. PP 2H, FR 2H, EAPLAC 5H, Contra Grav 1H,
  FPP 1H. SSR 2h each, LS 5H, ELS 2H, Cargo 1H, Laser
  Turret 1H each, Missile Turret 1H.
  Classic Traveller:
  SDB-12013C1-100000-10001-0
  150tns TL9
  BB
  2     1
  Crew = 3
  B
  2     1
  MCr: 88.59
  Fuel Scoops, No Fuel Plant, Fuel = 4.5, EP = 4.5, Ag =
  1 Marines = 6, Magazine, Cargo = 1, 1G Rocket Engine
  for Atmospheric Use. Rocket Fuel = 66tns (enough for 1
  ascent to orbit and 1 descent). Pulse Laser
  SOLACE CLASS LONG DURATION SYSTEM
  DEFENSE BOAT
  The Solace SDB is an imperial design dating from 940 and
  originally produced by Diversified Dynamics Design &
  Shipyards. It was designed to provide protection and picket
  duties at remote imperial facilities especially those in the
  outer reaches of systems that are far from regular bases. To
  reduce time spent in transit between a base and a patrol
  station, the Solace is designed to linger on station for a
  considerable period of time. It was utilized by the Imperium
  to guard the outer reaches of Depots, naval bases, imperial
  prisons, reservation worlds, and interdicted worlds where a
  manned presence was deemed necessary.
  The ship has an extensive and long ranged electronics
  suite allowing it to operate as a picket vessel. The vessel
  also operates a missile turret primarily used to deploy
  sensor drones, to further enhance the ships sensor
  coverage.
  The Solace SDB includes a number of facilities to
  minimize the effects of the long cruises, including: small
  staterooms for all crew and the marine contingent; a
  common room; a sickbay (with 2 low berths for serious
  injuries); 
  electronic 
  and 
  machine 
  shops 
  for 
  self
  maintenance; as well as a small cargo area / missile
  magazine for supplies, missiles and drones.
  The Solace is equipped with a 48m, 4500Mj spinal particle
  accelerator under MFD control, designed to give a killing
  punch out to a significant distance (and the spinal mount is
  limited in effectiveness by the range of the beam pointer).
  Two laser turrets (usually operating in an anti-missile role
  under MFD control) round out the offensive armament. A
  missile turret completes the offensive punch. For boarding
  actions an eight man marine squad is carried.
  It is a hard target to hit, with its small size, jammers,
  decoys, stealth design, a nuclear damper barbette, and 2
  TL14 laser turrets usually slaved to an MFD for anti-missile
  defense.
  TNE:
  General Data
  Displacement: 400 tons
  Hull Armor: 196
  Length: 60m
  Volume: 5,600 m3
  Price: 409.5599MCr
  Target Size: Small
  Configuration: Streamlined Needle
  Tech Level: 14
  Mass (Loaded / Unloaded): 5,650.406 / 5,516.406
  Engineering Data
  Power Plant: 1210MW Fusion, 1 year duration (121m3)
  Jump Performance: None
  G Rating: 5G HePlaR – 20,000tn Thrust (1,000MW),
  Contra-Gravity (40MW)
  G-Turns: 60 for HePlaR (50m3 each), 
  Maint: 150
  Electronics
  Computer: 3
  x
  TL14 Fiber-Optic Computers (1
  operational, 1 maintenance, 1 as backup)
  Commo: Maser (1000AU), Laser (1000AU), Radio
  (1000AU)
  Avionics: TL14 Flight Avionics, TL14 Terrain Following
  Avionics, TL14 Navigation Aids
  Sensors: AEMS (480,000km), PEMS – Folding Array
  (210,000km), PEMS – fixed array (120,000km),
  Densitometer, Neutrino Sensor
  ECM/ECCM:
  EMMR 
  (TL14), 
  EMS 
  Jammer
  (120,000km), Area Jammer (60,000km), 4 Decoy
  Dispensers each holding 50 decoys
  Controls: Bridge with 9 bridge workstations, 11 normal
  workstation. (3 additional workstations in turrets in the
  event of MFD failure)
  Armament
  Offensive: Spinal Particle Accelerator, 4500Mj (Loc 1,
  Arcs 1, 2, 3). Missile Turret (2 ready missiles, Loc 10, All
  Arcs), 2 x 150MJ Laser Turrets (Locs 14, 15, Arcs All))
  Defensive: Nuclear Damper Barrette (Loc. 10, Arcs All).
  Master Fire Directors: 1 x TL14 Missile/Beam MFD,
  300,000km range, with 300,000km AEMS, and
  300,000km laser com.(-5 Diff Mods, 10 hex, Msl 10 hex,
  5 missiles), 1 x TL14 Beam MFD, 300,000km range,
  with 300,000km AEMS. (-5 Diff Mods, 10 hex)
  Weapon Stats
  TL14 Missile: Semi-Ind, Yield 500ktns, 8/8 G-Turns,
  Hits 1D6, Damage 1/25-79, Range 0, Sensors 3P,
  Commo 10L, Signature Radar+4/ AEMS+3/ HRT+4/
  PEMS+3/ Fire+1
  
  -62-
  TL14 150MJ Laser Turret (4.2MW): Eff. 2:1/10-31;
  Medium. 4:1/10-31; Long. 8:1/10-31, Extreme. 16:1/10-
  31.
  TL14 Spinal Particle Accelerator (48 meters, 25MW,
  4500Mj): Eff. 10:150; Medium. 20:150: Long. 40:150:
  Extreme. 80:75.
  Accommodations
  Life Support: Extended, 5G gravitic compensators,
  artificial gravity
  Crew: 33 (10 engineering, 5 gunnery (MFD), 4
  command, 1 maneuver, 2 electronic, 1 maintenance, 1
  medic, 1 steward, 8 marines).
  Crew Accommodations: 33 single occupancy SSR for
  all crew / marines, Common Room (LSR)
  Cargo: 50M3, Small Cargo Hatch, Magazine for 6
  missiles / drones.
  Small Craft: None
  Other: Sickbay, 2 Low Berths, Electronic Shop, Machine
  Shop.
  Airlocks: 4
  Notes
  Fuel = 121m3 Hydrogen for power plant, 1500m3
  Hydrogen for HePlaR drive. Fuel scoops 10% fills ships
  tanks in 0.72 hours. Fuel Processor refines fuel tankage
  in 24 hours.
  Power Usage 
  The Solace has a power deficit of –1.99975MW. This is
  normally compensated for by powering down either the
  Contra-Grav (40MW) or the Fuel Processor (2.026MW).
  Move
  Combat Move: High=153, NOE=25, Travel Move:
  Cruise=3,300km, NOE=1,080km.
  Damage Tables
  Location Surface
  Interior
  1
  1-3 Spinal, 4-20 Sensor
  Antenna
  Spinal
  2
  Spinal
  3
  Spinal
  4
  Radio Ant
  1-10 Elec 11-20 Quarters
  5
  Radio Ant
  1-10 Elec 11-20 Quarters
  6
  Quarters
  7
  Quarters
  8
  1-3 Lifters
  Hold
  9
  1-3 Lifters
  Hold
  10
  1-10 EMMR, 11:AL
  1-2 MT, 3-5 ND, 6-20
  Quarters
  11
  1-20 Lifters
  Eng
  12
  Hold
  13
  Hold
  14
  1:AL, 2-4 Lifters
  1-2 LT, 3-20 Quarters
  15
  1:AL, 2-4 Lifters
  1-2 LT, 3-20 Quarters
  16
  Hold
  17
  Hold
  18
  1-3 Lifters
  1-10 Eng, 11-20 Hold
  19
  1-3 Lifters
  1-10 Eng, 11-20 Hold
  20
  1:AL, 2-20 HePlaR
  Eng.
  Systems
  MFD 3h each, PEMS Fixed 1h, PEMS Folding 1H,
  AEMS 2h, Neutrino Sensor 1h, densitometer 1h, Radio
  Com 1h, Laser Com 1h, Maser Com 1h, EMMR 5h,
  Decoy Launchers 1h each, EMS Jammer 1h, Area
  jammer 1H. PP 12H, MD 1H, Contra Grav 1H, FPP 2H.
  SSR 2h each, Low 1h each, LS 14H, ELS 7H, Anti Grav
  1H, Cargo 1H, Shops 1H each, Sickbay 1H.
  Laser Turret 1H each, Missile Turret 1H, Nuclear
  Damper 1H, Spinal Mount 8H.
  Classic Traveller:
  SDB-4105BH2-800000-40203-0
  400tns TL14
  BB
  1   1  1
  Crew = 12
  B
  1   1  1
  MCr: 547.978
  Fuel Scoops & Plant, Fuel = 88 (8 weeks), EP = 44, Ag
  = 5, Marines = 6, Magazine, Cargo = 8, Sickbay, Low =
  2, Workshops = 2
  Common Room (4 dtn), Crew Accommodation = 20 SSR
  
  -63-
  APPENDIX B: ROBOTS
  ICAM TECHNOLOGY AN-427 SECURITY ROBOT
  The AN-427 was a widely used security robot throughout
  the Imperium before the Collapse and has survived in
  considerable numbers due to its rugged reliability. It was
  programmed to patrol all areas of a sensitive installation and
  to seek out and kill or incapacitate unauthorized intruders.
  Although it is not as mobile as grav powered units, it is less
  expensive to operate, and replacement parts are easier to
  fabricate. This is a wheeled robot which experiences
  difficulty in negotiating stairs, ladders and any uneven
  ground. This robot is powered by internal batteries, which
  require recharging every four days. It uses the Biped column
  of the Personal Hit Location Chart.
  Classic Traveller:
  725xA-L2-MM224-L683
  Cr: 422,525 
  382.552kg
  TL12
  40/100
  Cloth
  Fuel = 33.6L
  Duration = 4 days
  2 Medium Arms
  Visual sensor package with light intensifier and passive
  IR, Voder, Audio sensor with extra sensitivity, 5km
  Radio, Laser Rifle, Snub Pistol, Chemical (odor) emitter,
  Spotlight, Cargo=25kg.
  Laser Rifle 2, Security 3, Snub Pistol 1, Infantry Ground
  Combat 1
  TNE:
  Com Move:
  5/20
  Armor Values
  Endurance:
  100 hours
  Head / Arms:
  4
  Initiative:
  5
  Chest / Abdomen
  4
  Intelligence:
  5
  Suspension
  1
  Command Function:
  Low Autonomous
  Assets:
  Observation 15
  Slug Weapon 10
  Energy Weapon 14
  Voice Recognition 10
  Armament:
  Chemical Projector
  Paint Pellet Gun
  Tranq Dart Gun
  8cm Laser Rifle
  Electronics:
  Video Eye
  Voice / Pattern recognition software
  Audio (ultra and subsonic) detector
  White light / IR spotlight
  Ultrasonic Motion Detector
  3-km Radio
  Mass:
  1, 685 kg
  Travel Move:
  85/20
  TL:
  12
  Cargo:
  25 kg
  Price:
  Cr1,810,623
  Fuel Type:
  Electricity
  Maintenance:
  1
  
  -64-
  Arm Left / Right
  Lift: 155kg Hit: 7 UMD: 1
  Weapon: - AMD: -
  Weapons
  Laser Rifle-9: ROF: SA2; Dam: 7-4-2-1; Pen: Nil; Bulk:
  4; Mag: 50; Sht Rng: 160
  10mm Tranq-8: ROF: SA; Dam: -1; Pen: Nil, Bulk: 1;
  Mag: 14; Sht Rng: 4
  Damage Record
  Sight/Sensors: Video Eye � Audio � Motion Detector
  � Spotlights �
  Armament: Chemical Projector � Paint Pellet Gun �
  Tranq Gun � Laser Rifle �
  Communications: Radio � Voder/Speaker � Power
  Plant: �
  Batteries (% Consumed or Destroyed):
  ����������
  Suspension: Minor Damage � Immobilized �
  
  -65-
  STARPORT MECHANIC TUKERA 232-BHR-7
  This track-mounted Toolbot was designed for delicate
  repair work on electronics and control systems. Its arms are
  extremely dexterous, but not very strong, and are intended
  for easy access to restricted work spaces. It uses the Biped
  column of the Personal Hit Location Chart.
  Classic Traveller:
  726xB-N4-LN114-LF24
  Cr: 101,000
  460Kg
  TL12
  56/140
  Mesh
  Fuel = 54.7L Duration = 5.7 days
  2 Light Arms, 2 Light Tentacles (retractable)
  Four visual sensors, Two audio sensors, Voder, Two
  Spotlights, Program interface, Light laser welder,
  Mechanical tool package, Electronic tool package.
  Engineering 3, Electronics 1, Mechanical 1, Gravitics 1
  TNE:
  Arm Left / Right Heavy
  Lift: 200kg Hit: 13 UMD: 3
  Weapon: - AMD: -
  Arm Left / Right Sensor
  Lift: 50kg; Hit: 14; UMD: 1
  Weapon: - AMD: -
  Damage Record
  Sight/Sensors: Video Eye �� Audio �� Spotlights
  ��
  Communications: Radio � Voder/Speaker �
  Power Plant: �
  Batteries (% Consumed or Destroyed):
  ����������
  Suspension: Minor Damage � Immobilized �
  Com Move:
  15/10
  Armor Values
  Endurance:
  100 hours
  Head / Arms:
  1
  Initiative:
  5
  Chest / Abdomen
  1
  Intelligence:
  5
  Command Function:
  Low Autonomous
  Assets:
  Observation 15
  Mechanic 13
  Electrician 13
  Computer 13
  Voice Recognition 10
  Armament:
  None
  Electronics:
  2 x Video Eye
  2 x Audio Detector (1 with ultra and subsonic)
  2 x White light / IR spotlight
  3-km Radio
  Mass:
  947 kg
  Travel Move:
  65/45
  TL:
  12
  Cargo:
  None
  Price:
  Cr1,839,130
  Fuel Type:
  Electricity
  Maintenance:
  1
  
  -66-
  STARPORT MECHANIC STAR SERVANTS MODEL
  63MEK49
  This heavy duty grav-powered model, capable of cutting,
  welding and even removing complete hull plates, was
  common in military installations but can be found in many
  civilian starports as well. Its highly flexible tentacle/arm
  contains an optic sensor and light source for detailed repairs
  inside electronic components or control assemblies. A
  cutting/welding torch is built into its right arm. It uses the
  Biped column of the Personal Hit Location Chart but reroll
  any leg hits.
  Classic Traveller:
  822xE-53-MM323-QFC3
  Cr: 561,912.5 398kg
  TL15
  70/175
  Mesh
  Fuel = 19.2L
  Duration = 4 days
  Thrust = 800kg 
  Maneuver G = 1G 
  Top = 300kph
  Cruise =   225 kph
  NOE = 40kph
  1 Heavy Arm, 1 Medium Arm, 1 Light Tentacle
  Basic Sensor Package, Audio sensor with extra
  sensitivity, Voder, 5km Radio, Spotlight, Laser Welder,
  Metalwork tool package, electronic tool package, Cargo
  = 120kg.
  Electronics 3, Mechanical 3, Grav Vehicle 1
  TNE:
  Com Move:
  15/60
  Armor Values
  Endurance:
  100 hours
  Head / Arms:
  1
  Initiative:
  6
  Chest / Abdomen
  2
  Intelligence:
  6
  Command Function:
  High Autonomous
  Assets:
  Observation 16
  Mechanic 16
  Electronics 16
  Computer 16
  Voice Recognition 12
  Armament:
  None
  Electronics:
  Video Eye
  Audio Detector (with ultra and subsonic)
  White light / IR spotlight
  3-km Radio
  Mass:
  1,086 kg
  Travel Move:
  60/120
  TL:
  15
  Cargo:
  120 kg
  Price:
  Cr2,103,749
  Fuel Type:
  Electricity
  Maintenance:
  1
  
  -67-
  Arm Left 
  Lift: 1000kg; Hit: 11 UMD: 10 
  Weapon: - AMD: -
  Arm Right 
  Lift: 105kg; Hit: 11 UMD: 2
  Weapon: torch AMD: 4
  Sensor Arm 
  Lift: 50kg; Hit: 15 UMD: 1
  Weapon: - AMD: -
  Grapple 
  Lift: 2000kg; Hit: 7 UMD: 4
  Weapon: - AMD: -
  Damage Record
  Sight/Sensors: Video Eye � Audio � Spotlight �
  Communications: Radio � Voder/Speaker �
  Power Plant: �
  Fuel (% Consumed or Destroyed):
  ����������
  Suspension: Minor Damage � Immobilized �
  
  -68-
  JANITORIAL ROBOT INTECT MODEL AJ-63
  This popular and widely encountered tracked janitorial
  robot is extremely specialized in function, but many virus-
  infected AJ-63s have been modified with grasping and lifting
  utility arms, and some have been turned into security robots
  by the addition of weaponry. It uses the Biped column of the
  Personal Hit Location Chart.
  Classic Traveller:
  623xA-L2-KL212-H842
  Cr: 229,475
  198.08kg
  TL12
  30/75
  Mesh
  Fuel = 24L
  Duration = 4 days
  2 Light Arms
  Basic sensor package, Spotlight, Janitorial package,
  5km Radio, Snub Pistol with paint pellets, Voder, Cargo
  Bin = 25kg.
  Steward 1, Snub Pistol 1
  TNE:
  Arm Left / Right
  Lift: 50kg; Hit: 8 UMD: 1
  Weapon: - AMD: -
  Damage Record
  Sight/Sensors: Video Eye � Audio � Spotlight �
  Armament: Paint Pellet Gun �
  Communications: Radio � Voder/Speaker �
  Power Plant: �
  Fuel (% Consumed or Destroyed):
  ����������
  Suspension: Minor Damage � Immobilized �
  Com Move:
  10/5
  Armor Values
  Endurance:
  100 hours
  All:
  1
  Initiative:
  3
  Suspension
  1
  Intelligence:
  3
  Command Function:
  Low Autonomous
  Assets:
  Observation 6
  Voice Recognition 6
  Armament:
  Paint Pellet Gun
  Electronics:
  Video Eye
  Audio detector
  3-km Radio
  White light / IR spotlight
  Mass:
  314 kg
  Travel Move:
  45/20
  TL:
  12
  Cargo:
  25 kg
  Price:
  Cr192,046
  Fuel Type:
  Electricity
  Maintenance:
  1
  
  -69-
  VEGAN ROBOT ASSOCIATES KK-15 HOME HELP
  This popular and widely encountered home help orderly
  robot is designed to provide aid to the elderly and
  convalescing. It was originally developed in Vegan
  Autonomous Region to handle multi-species convalesce.
  The robot has a basic humanoid shape. It uses the Biped
  column of the Personal Hit Location Chart. The robot will
  float. It is powered by an onboard fuel cell.
  Classic Traveller:
  553x2-A2-MN323-NA73
  Cr: 313,375
  205.07kg,
  TL14
  20/50
  Mesh
  Fuel = 36L
  Duration = 6 days
  2 Medium Arms
  Basic sensor package, Voder, 5km Radio, Touch
  Sensor, Cargo bin 8kg. Emotion Simulation. 
  Valet 1, Medical 1, Steward 1
  TNE:
  Arm Left / Right 
  Lift: 67.5kg; Hit: 11 UMD: 1
  Weapon: - AMD: -
  Agility: 7
  Strength: 1.35
  Damage Record
  Sight/Sensors: Video Eye �� Audio �� Tactile  �
  Olfactory �
  Communications: Radio � Voder/Speaker �
  Power Plant: �
  Fuel (% Consumed or Destroyed):
  ����������
  Suspension: Minor Damage � Immobilized �
  Com Move:
  5
  Armor Values
  Endurance:
  5 Days
  All:
  [1]
  Initiative:
  4
  Suspension
  1
  Intelligence:
  4
  Command Function:
  High Autonomous
  Assets:
  Observation 4
  Medical 8
  Valet 8
  Voice Recognition 4
  Armament:
  None
  Electronics:
  Video Eye x 2
  Audio detector x 2
  3-km Radio
  Tactile Sensor
  Olfactory Sensor
  Voder
  Mass:
  359 kg
  Travel Move:
  25
  TL:
  14
  Cargo:
  6 kg
  Price:
  Cr350,859
  Fuel Type:
  Hydrogen
  Maintenance:
  1
  
  -70-
  VEGAN ROBOT ASSOCIATES NURSING ASSISTANT 
  A popular nursing assistant robot found in many hospitals
  in the Solomani Rim providing basic care to non-critically ill
  patients. They are programmed to report the patient’s
  condition to the nurse or to record them. This is a sister
  model to the VRA Home Help robot. The robot has a basic
  humanoid shape. It uses the Biped column of the Personal
  Hit Location Chart. The robot will float. It is powered by an
  onboard fuel cell.
  Classic Traveller:
  553x2-A2-EE112-N831
  Cr: 73,375.
  195.05kg
  TL13
  20/50
  Mesh
  2 Medium Arms
  Basic sensor package, Voder, 5km Radio, Touch
  Sensor.
  Medical 1, Janitorial 1
  TNE:
  Arm Left / Right
  Lift: 58kg; Hit: 12 UMD: 1
  Weapon:  - AMD: -
  Agility: 8
  Strength: 1.16
  Damage Record
  Sight/Sensors: Video Eye �� Audio �� Tactile �
  Olfactory �
  Communications: Radio � Voder/Speaker �
  Power Plant: �
  Fuel (% Consumed or Destroyed):
  ����������
  Suspension: Minor Damage � Immobilized �
  Com Move:
  5
  Armor Values
  Endurance:
  5 Days
  All:
  [1]
  Initiative:
  4
  Suspension
  1
  Intelligence:
  4
  Command Function:
  High Data
  Assets:
  Observation 4
  Medical 8
  Valet 8
  Voice Recognition 4
  Armament:
  None
  Electronics:
  Video Eye x 2
  Audio detector x 2
  3-km Radio
  Tactile Sensor
  Olfactory Sensor
  Voder
  Mass:
  406 kg
  Travel Move:
  25
  TL:
  13
  Cargo:
  0 kg
  Price:
  Cr850,861
  Fuel Type:
  Hydrogen
  Maintenance:
  1
  
  -71-
  VEGAN ROBOT ASSOCIATES STEWARD
  A popular and widely encountered personal assistant
  robot found within the Solomani. It is a direct competitor of
  the famous Naasirka “RASHUSH” valet robot. The robots
  low price have assured its continuing presence in the market
  place. The robot has a basic humanoid shape. It uses the
  Biped column of the Personal Hit Location Chart. The robot
  will float. It is powered by an onboard fuel cell.
  Classic Traveller:
  655x2-A2-MN222-N844
  Cr: 194,100
  295.504kg
  TL12
  30/75
  Mesh
  Fuel = 67.2L
  Duration = 8 days
  2 Medium Arms
  Basic sensor package, Voder, Taste sensor, Touch
  sensor, 5km Radio
  Emotion simulation.
  Steward 3, Valet 3
  TNE:
  Arm Left / Right
  Lift: 25kg Hit: 11 UMD: 1
  Weapon: - AMD: -
  Agility: 8,
  Strength: 0.5
  Damage Record
  Sight/Sensors: Video Eye �� Audio �� Tactile �
  Olfactory � Taste �
  Communications: Radio � Voder/Speaker �
  Power Plant: �
  Fuel (% Consumed or Destroyed):
  ����������
  Suspension: Minor Damage � Immobilized �
  Com Move:
  5
  Armor Values
  Endurance:
  6 Days
  All:
  [1]
  Initiative:
  3
  Suspension
  1
  Intelligence:
  3
  Command Function:
  Low Autonomous
  Assets:
  Voice Recognition 3
  Observation 3
  Valet 6
  Armament:
  None
  Electronics:
  Video Eye x 2
  Audio detector x 2
  3-km Radio
  Tactile Sensor
  Olfactory Sensor
  Voder
  Taste Sensor
  Mass:
  281 kg
  Travel Move:
  30
  TL:
  12
  Cargo:
  0 kg
  Price:
  Cr215,856
  Fuel Type:
  Hydrogen
  Maintenance:
  1
  
  -72-
  APPENDIX C: ELECTRONIC
  COMBAT
  The following information on electronic combat was
  originally presented in the GDW Product “Vampire Fleets”.
  Electronic struggles between hostile Virus systems are
  resolved in a series of attack rounds, with one attack taking
  place each combat turn. Each system has a numeric
  combat value (CV), which is the number of D6 rolled each
  attack round. The referee rolls the appropriate number of
  dice for each system and sums the total. The highest total
  score wins that attack round.
  If an attacking (Puppeteer or Snake) system wins three
  attack rounds in a row, it has taken control of the system
  under attack. If the defending system wins two attack rounds
  in a row, it has repulsed the attack and may break off
  contact. If the defending system wins a single combat round
  it may break off contact by “fire walling”.
  Fire walling consists of sealing off infected parts of the
  processing and storage system by using power spikes to
  burn out components and electronic pathways. Whilst this
  will save the system from capture, it will also permanently
  damage the system. The referee should decide the extent
  and nature of this damage, but is invariably means a
  deterioration in mental ability and some alteration in
  personality. Lower levels of damage may call for drawing a
  different motivation card for the system, whilst higher levels
  of damage may call for converting the motivation card to
  joker (insanity).
  Systems that are taken over by a Puppeteer strain Virus
  have their original personality completely erased and the
  puppeteer strain belief structure and motivation substituted.
  Virus systems defeated by the Snake have their entire
  personality wiped clean and the computer is free of viral
  infection.
  
  -73-
  APPENDIX D: REFORMATION
  COALITION PERSONNEL
  OFFICERS & CREW OF THE RIGGINS
  VICTRIX
  A standard Victrix-class sloop has:
  TNE: a crew of 26.  This is broken down into an O-5
  commanding officer, an O-4 XO, an O-3 Chief Engineer and
  an O-2 Navigator.  The crew is made up of two maneuvering
  ratings, two electronics technicians, a chief petty officer and
  eight engineering ratings, six turret or MFD gunners, two un-
  rated general maintenance technicians and a medic. 
  CT: a crew of 11. A pilot, navigator, medic, four gunners
  and four engineers.
  The crew of the Riggins Victrix is considered crack and
  generally rated as veteran due to the superb leadership and
  constant drilling (and a good bit of action) under
  Commander Costello.
  The typical crew has a TNE: single combat asset at 8-10
  in Slug Weapons (snub pistol or shotgun) or Energy
  Weapons (laser pistol); CT: Skill Level 1 in either handgun
  or laser weapons.  They will have a TNE: asset of 11-12,
  CT: Skill Level 2, in their primary field(s) and will all have
  TNE: environmental suit 10 and Zero-G Environment 8, CT:
  Vac Suit 1 and Zero G Combat 0.
  OFFICERS
  Commander William “Kastle” Costello 
  Commanding Officer, RCS Riggins Victrix 
  (Navy) Elite NPC, Human (Mixed) Male age 41 (6 terms)
  Classic Traveller:
  UPP: 679BC8
  Skills: Auto pistol 3, Pilot (Starship) 3, Ship’s Tactics 3,
  Navigation 2, Engineering 1, Computer 1, Vac Suit 1,
  Zero G Cbt 1, Leader 1. 
  TNE:
  UPP: 679BAC-0-8
  Combat Assets: Gun Combat (slug pistol) 14. 
  Other Assets: Pilot (grav/interface) 14, Astrogator 12,
  Ship’s Engineer 10, Ship’s Tactics 14, Computer 10,
  Environmental Suit 10, Zero G Environment 10, Leader
  10.
  Motivations: Kastle is an ex-Imperial Navy remnant
  serving Margaret’s faction during the Final War.
  Free
  lancers in the ruins of the Buhle/Aubaine naval base
  recovered him and he quickly joined the new RCN.  He has
  a strong dedication to all of the citizens of the former Last
  Imperium and firmly believes in the mission of the RC to
  bring progress and justice to the Wilds.  Kastle carries an
  ornate and antique-looking 10mm revolver when he goes
  armed.  If asked he will dismiss it as a “souvenir I got off of
  some TED.”  An astute team member will recognize it as a
  noble’s ceremonial pistol from the Last Imperium.
  He served as the captain of a Gazelle-class escort during
  the Final War.  He will reluctantly talk to the team about his
  experiences before the Collapse but quickly turns the
  conversation to the latest advances of the RC or a card
  game.  He is a compulsive gambler and is infamous
  throughout the RCN and RCES for his standing poker
  games in the Aubaine and Trybec starports.
  Kastle has been ordered to follow the lead of the RCES
  group unless it is illegal or unnecessarily threatens the
  safety of his ship.  As a gambler he is willing to go along with
  most any risk if the RCES team have a good plan.
  LCDR Brenn “Thumper” Anacreon 
  Executive Officer (XO) of the Riggins Victrix and a native
  of Aubaine
  Classic Traveller:
  UPP: 
  8679C9
  Skills: Shotgun 1, Sensors 2, Communication 2,
  Navigation 2, Electronics 2, Admin 2, Engineering 1,
  Leadership 1, Ship’s Tactics 1, Vac Suit 1, Zero-G Cbt 1.
  TNE:
  UPP: 8679C9-0-8
  Combat Asset: Slug Weapon (shotgun) 10   
  Other Assets:
  Sensors 13, Communication 13,
  Astrogation 12, Ship’s Engineering 10, Electronics 10,
  Leadership 10, Administration 12, Ship’s Tactics 10,
  Environmental Suit 10, Zero-G environment 8.
  Motivation: Thumper is strongly loyal to his captain and
  tends to balance out his risk-taking instincts with a heavy
  dose of common sense. His time in the RCN has made him
  quite callous to the fate of non-RC citizens.
  LT Pericles “Dander” Sampson 
  Chief Engineer of the Riggins Victrix and an ex-Free
  Trader from beyond the RC
  Classic Traveller:
  UPP: 689AA5
  Skills: Snub pistol 2, Engineering 3, Electronics 3,
  Mechanic 3, Leadership 2, Computer 1, Pilot 1, Vac Suit
  1, Zero-G Cbt 1. 
  TNE:
  UPP: 689AA5-0-7
  Combat Asset: Slug Weapon (snub pistol) 12.  
  Other Assets: Ship’s Engineering 14, Electronics 14,
  Gravitics 12, Computer 10, Mechanic 10, Pilot 10,
  Leadership 12, Environmental Suit 10, Zero-G
  
  -74-
  environment 8
  Motivations: Dander is prepared to go to any lengths to
  protect and preserve the ship against any harm.  He will
  strongly protest any risky missions proposed by the RCES
  team. He is obsessed with learning more about relic
  technology, especially ship’s engineering subjects.  He will
  go to extreme lengths to seek out books, data tapes or other
  engineers to learn more. He and the XO often disagree
  about the value of civilizations in the Wilds.
  LT(jg) Sasha “Ice Queen” McAllister
  Pilot and Astrogator of the Riggins Victrix
  Classic Traveller:
  UPP: 4589B7
  Skills: Laser Pistol 2, Pilot (Starship) 3, Navigation 3,
  Communications 1, Computer 1, Leadership 1, Vac Suit
  10, Zero-G Cbt 1.
  TNE:
  UPP: 4589B7-0-8
  Combat Assets: Energy Weapon (energy pistol) 12. 
  Other Assets: Pilot 14, Astrogation 13, Sensors 10,
  Communications 10, Leadership 8, Environmental Suit
  10, Zero-G environment 8
  Motivations: Sasha is extremely passionate about all
  things, from her mercurial temper to her personal
  relationships.  She tends to rapidly form highly personal
  relationships and then just as quickly break them off in a
  spectacular fashion. Ice Queen is highly motivated to
  advance her career and sees her current posting and any
  personal relationships as merely a stepping stone to further
  progress.
  MARINE SCOUT DETACHMENT BRAVO THREE
  These marines are from the Scout Company in the Third
  RCM Brigade.  They are attached to the Riggins Victrix to
  provide scouting or a bit of muscle if needed.
  Gunnery SGT (E-6) Trimble “Hangman” Frost
  Senior Marine NCO
  Classic Traveller:
  UPP: 9A6785 
  Skills: ACR 4, Laser Rifle 3, Grenade Launcher 2, Tac
  Missile 2, Brawling 2, Fwd Observer 2, Ground Tactics
  2, Instruction 2, Leadership 2, Pilot (Grav Belt) 2, Vac
  Suit 2, Survival 1, Zero-G Cbt 1.  
  TNE:
  UPP: 9A6785-0-7
  Combat Assets: Slug Weapon (slug rifle) 15, Energy
  Weapon (energy rifle) 13, Grenade Launcher 12,
  Unarmed Martial Arts 12, Tac Missile 12.
  Other Assets: Forward Observer 12, Grav Belt 12,
  Environmental Suit 12, Zero-G environment 8, Survival
  10, Leadership 12, Ground Tactics 12.
  Motivations: Hangman is an outspoken and opinionated
  NCO who will not hesitate to (respectfully) contradict his
  superiors when they are about to do something stupid.  He
  is a dogged and determined warrior both on the battlefield
  and in the nearest star town bar or brothel. Sergeant Frost
  is determined to show these navy boys and girls just how
  sharp the RCMC really can be and he drives his troopers
  hard to present a professional and sharp appearance.
  Lance SGT (E-4) Enerii “Jumpstart” Ershguulum 
  Classic Traveller:
  UPP: 789987
  Skills: ACR 2, Laser Rifle 1, Grenade Launcher 1, Tac
  Missile 1, Brawling 2, Fwd Observer 1, Ground Tactics
  1, Instruction 1, Leadership 1, Pilot (Grav Belt) 1, Vac
  Suit 1, Survival 1, Zero-G Cbt 1.  
  TNE:
  UPP: 789987-0-6
  Combat Assets: Slug Rifle 13, Energy Rifle 13,
  Unarmed martial arts 13.
  Other Assets: Pilot (Ship's Boat) 12, Ship's Weapons
  (Lasers) 12, Leader 12, Environmental suit 12, Ground
  tactics 11, Navigation 11, Survival 10.
  Lance Corporals (E-3) Bob “Dumpster” Jones, Andrew
  “Rocket” Hanson, Trish “Deadeye” Marlin,
  Classic Traveller:
  UPP: 777777
  Skills: ACR 1, Laser Rifle 1, Grenade Launcher 1, Vac
  Suit 1, Zero-G Combat 1.
  TNE:
  UPP: 777777-0-6
  Combat Assets: Slug Rifle 12, Energy Rifle 12,
  Unarmed martial arts 11.
  Other Assets: Environmental suit 11, Ground tactics 10,
  Navigation 10, Survival 10.
  The marines of MSD B-3 are equipped with RCES light
  battledress, grav belts, 4mm gauss rifles and a variety of
  side arms.  Deadeye carries a 2cm light assault gun into a
  hot situation.  Alternatively they can deploy in chameleon
  combat environment suits in two two-man teams with sniper
  rifles and laser designators for reconnaissance work.  
  The Marine arms locker carries 4,000 rounds of gauss
  needles, two cases of 10 RAM grenades, two anti-armor tac
  missiles, two plasma bazookas, two cases of 20 assorted
  hand grenades and 10 kg of demolition charges and
  detonators.
  SAMPLE CREW
  Two crewmembers are detailed below to provide an
  
  -75-
  example of individuals with whom the RCES team members
  may interact.  The Referee is free to create other crew
  members who may catch the fancy of the team (or vice
  versa) during the long legs in Jump.
  Chief Petty Officer Dushuugi Didkuur “Dead Head” 
  Engineering CPO and senior enlisted aboard the
  Riggins Victrix 
  Classic Traveller:
  UPP: 5579C6
  Skills:
  Shotgun 2, Engineering 3, Mechanic 2,
  Computer 2, Electronics 2, Leader 2, Vac Suit 1, Zero-G
  Cbt 1.
  TNE:
  UPP: 5579C6-0-6
  Combat Assets: Slug Weapon (shotgun)  
  Other Assets: Ship’s Engineering 14, Mechanic 12,
  Machinist 12, Electronics 10, Gravitics 10, Leadership
  12, Environmental Suit 10, Zero-G environment 8
  Motivations: Dead Head is the voice of the crew to the
  captain and XO and keeps the daily routine of the ship
  running smoothly. Dushu (as he is known to his friends) is
  strongly driven to succeed and as such is the youngest E-7
  in the RCN.  He is an excellent leader and has been
  recommended for commission by the captain. Dead Head
  gets along well with the crew and officers and does an
  outstanding job maintaining discipline and morale aboard
  the ship.
  Petty Officer Second Class Adrianna “Angel”  Michaels  
  Medic and cook aboard Riggins-Victrix
  Classic Traveller:
  UPP: 4677B6
  Skills: Laser Pistol 1, Medical 3, Vac Suit 1, Zero-G Cbt
  1.
  TNE:
  UPP: 4677B6-0-6
  Combat Asset: Energy Weapon (energy pistol) 10.  
  Other Assets: Trauma Aid 14, Diagnostics 12, Surgery
  10, Biology 10, History 12, Music 12, Environmental Suit
  10, Zero-G environment 8
  Motivation: Angel is very outspoken and friendly and will
  engage the RCES team in discussions of RC policy, their
  mission and previous experiences.  She is an accomplished
  musician in addition to being a crack medic. She is highly
  attracted to charismatic individuals, which may result in a
  relationship with a RCES team member.
  EXAMPLE CREW NAMES:
  Farouk “Piper” Tesorok 
  Michael “Tidbit” Banners 
  Liz  “Handy” Jones 
  Aswan “Bonny” Muhammad 
  Nichole “Blackjack” Uusumurri 
  
  -76-
  1.5m
  Mastiff Class
  System Defense Boat
  150 dton, TL9
  >+<
  1
  2
  3
  6
  3
  4
  4
  5
  5
  7
  7
  7
  7
  7
  8
  9
  10
  11
  12 12
  12 12
  13
  1 Avionics Bay
  2 Bridge
  3 Master Fire Directors
  4 Lockers P/S
  5 Airlocks P/S
  6 Captain's Stateroom
  7 Crew Cabin
  8 Galley/ward Room
  9 Lounge/Muster Area
  10 Engineering
  11 Hydrogen Fuel
  12 EAPLaC Solid Rockets (4)
  13 Fusion Rocket
  14 Missile Magazine
  15 Autoloader Machinery
  16 ECM/ECCM/Sensor Pod
  17 Computer
  18 Missile Turret
  19 Laser Turret
  Workstation
  Bulkhead Hatch
  Iris Valve
  Control Seat
  Deck Hatch
  16
  16
  17
  17
  17
  14
  15
  18
  19
  Cargo Deck
  > <
  H
  > <
  H
  > <
  H
  > <
  H
  19
  
  -77-
  
  -78-
  
  -79-
  
  -80-
  
  -81-
  
  -82-
  
SOURCE: textdata/thevault/Traveller/03 - Traveller, The New Era (TNE)/Avenger Enterprises/TNE - Guilded Lilly 2 - Belly of the Beast.pdf