TEXT: 10605
  road trip
  kevin l. anderson
  
  by Kevin L. Anderson
  editing: robert dAvies
  grAphic design & typesetting: robin eLLiott
  Art: jordAn peAcocK
  cover design: robin eLLiott
  www.tripLeAcegAmes.com
  © 2012 Triple Ace Games. Daring Tales of the Sprawl and all related marks and logos are trademarks of  Triple Ace Games Ltd. Savage 
  Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved.  
  Used with permission. © 2012. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  roAd trip
  05
                                                            
  
  ForwArd
  This Savage Adventure contains a cyberpunk tale 
  based around the exploits of four pre-generated char-
  acters. The full character sheets are available for free at 
  www.tripleacegames.com.
  The heroes have all their leveling opportunities from 
  Seasoned (at which they begin) into Legendary mapped 
  out in advance. Each published adventure in this line 
  earns the heroes a fixed 5 Experience Points, guarantee-
  ing them an advance every mission. All the players need 
  do is tick the appropriate box and start making use of the 
  new upgrade.
  Characters: 45 XP.
  The GM also needs the cyberpunk setting rules from 
  the TAG website.
  schemes
  Dr. Nathaniel Peaslee stared at the screen in front 
  of him, his eyes flicking from one data feed to an-
  other. Individually the data feeds were innocent 
  but when you saw all of them together the plan 
  it revealed was monstrous. Shaken to his core 
  and momentarily unable to comprehend how 
  anybody could conceive, let alone allow, such a 
  mad scheme Nate took off his glasses and rubbed 
  his eyes.
  How could he have been so blind? His long hours 
  of painstaking research into viruses, the how 
  and why of their mutations, working towards 
  what he believed would be a better future for his 
  fellow man – all a lie. Nate’s shortsighted gaze 
  rose to the crescent moon symbol of his employer 
  picked out in silver on his laboratory door and 
  he shivered. They hadn’t wanted his research to 
  help mankind cure the ravages of the ever more 
  prevalent mutating viruses; they had wanted to 
  build their own virus – a weapon to be sold to the 
  highest bidder!
  Struggling to keep his loathing of Crescent Biotech 
  hidden from his fellow researchers, Nate went 
  about his tasks almost mechanically. His fellows 
  may have noted his lack of customary enthusiasm 
  but he made excuses about tiredness and they left 
  him alone. Finally he decided there was no way 
  he could continue the work; in fact he could not 
  allow the corporation to go ahead with their plan 
  unopposed. From the inside there was little Nate 
  could do but if he could escape the corporate en-
  clave perhaps he could make a difference.
  Standing by the open life support unit, gazing at 
  the all but dead clone body inside, Nate felt his 
  customary panic rising again. As a man, more 
  machine than biological, urged him to get a 
  move on he cast his mind back to that map – the 
  one with the town of Pleasant Falls marked by a 
  biological hazard symbol and the flashing words 
  “Sigma-7 Infection Test Site”. Shaking himself, Nate 
  slammed the lid of the unit closed and turned to 
  the… no his… deniable asset team. “I’m OK, let’s 
  do this”
  introduction
  Nathaniel Peaslee (friends call him Nate) is a re-
  searcher for the corporation Crescent Biotech, or at least 
  he was until very recently; now he is on the run in the 
  Conurbation with a highly illegal and infected clone!
  Nate was employed to work on a top secret virus 
  research program for Crescent Biotech, specifically pro-
  viding information on viruses that potentially prevent 
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  roAd trip
  
  vaccines from working by stopping their host bodies 
  from developing an immunity. During this research 
  he developed an excellent working relationship with 
  Dr. Aiden Flattery, who works and resides in a remote 
  research laboratory, the two of them collaborated on a 
  number of breakthrough studies.
  Recently the two collaborators uncovered the pri-
  mary reason for the research they and many others 
  were undertaking – Crescent Biotech was developing a 
  viral weapon! By the time they discovered this shocking 
  revelation the virus, code named Sigma 7, was ready for 
  testing on a target population and the corporation had 
  identified the remote town of Pleasant Falls as their test 
  site.
  Lacking enough hard evidence to confront Crescent 
  Biotech and stop the tests Nate and Aiden concocted a 
  somewhat naïve plan of their own. As luck would have it 
  the Sigma-7 virus was being incubated in clones grown 
  in the laboratories (essentially a mindless collection of 
  organs kept alive by machinery) and one of these clones 
  was temporarily in the Crescent Biotech laboratory in 
  the Conurbation. 
  Nate’s plan is:
  1. 
  With the help of some deniable assets steal the 
  clone and extract himself from the Conurbation.
  2. 
  Hire a second team of deniable assets (cutting any 
  link between the first team, Crescent Biotech and 
  him) to get him and the clone out of the Conurba-
  tion and to perform the other tasks on the way to 
  Pleasant Falls.
  3. 
  Arrange to get hold of some Tasers or similar non-
  lethal weapons in case force is needed to restrain 
  the Sigma-7 victims.
  4. 
  Extract Aiden from his research base along with 
  data on Sigma-7. 
  5. 
  Travel to Pleasant Falls where he and Aiden will use 
  the infected clone and stolen data to synthesize a 
  cure and vaccinate the population before the Sigma-
  7 has a chance to mutate. 
  So far Nate’s plan has been a success; the first team of 
  deniable assets successfully extracted him and the clone 
  along with a Crescent Biotech vehicle from his corporate 
  building. Nate sold some unrelated research data to a 
  variety of brokers to gather the funds he would need 
  and has arranged for a shipment of Tasers to be avail-
  able. Now all he needs is the second team of deniable 
  assets…
  Act 1: doctor  
  About town
  The scenario begins with the heroes being hired by a 
  broker on behalf of a corporate researcher, Dr. Nathaniel 
  Peaslee. Dr. Peaslee has absconded from his employers 
  taking some rather valuable research material with him 
  along with a company “car”. The doctor’s ex-employ-
  ers, Crescent Biotech, are actively seeking him and the 
  heroes must get him and his precious cargo out of the 
  Conurbation while avoiding the corporate pursuit.
  Act 1 scene 1 – A job
  If your heroes already have a regular broker they 
  deal with use that person in place of the broker, Fence, 
  mentioned below. If your heroes check out their broker 
  allow the usual research rolls and let them know he has 
  a solid reputation and is considered trustworthy. Read 
  or paraphrase the following to your players, substituting 
  their regular broker for Fence if appropriate:
  Well so far so good – Fence wanted a face-to-face 
  meeting at a restaurant, Rock Heaven, where if 
  nothing else you’d get a free meal. Rock Heaven’s 
  shtick is rock music from way back in the 1960s 
  and 70s played at an ear splitting level. Thank-
  fully the booth you are sitting in has a degree 
  of sound proofing, reducing the music to a mere 
  annoyance, and on the plus side there is no way 
  anyone could overhear your meeting. Aside from 
  pleasantries Fence has not spoken of any job yet 
  but, as the main course is cleared away, he wipes 
  his mouth with a napkin and turns to business.
  “Thank you for meeting with me today; I trust 
  you have had a reasonable meal and enjoyed the 
  ‘experience’ of some classic music. Now to the job 
  I have on offer. I was recently approached by a 
  research scientist, fresh from a corporate research 
  center, who requires a team to get him and a valu-
  able commodity safely out of the Conurbation and 
  Sigma-7
  Sigma-7 is the experimental bio-weapon being de-
  veloped by Crescent Biotech; its purpose is not to 
  kill the target population but to cause the maximum 
  disruption possible. The virus progresses through 
  three stages:
  1) The virus manifests as a common cold with a 
  slight fever, itchy eyes and a runny nose. This stage 
  lasts 5–10 days and the victim is highly contagious 
  allowing the virus to be passed on to further vic-
  tims.
  2) The symptoms become more like those of flu 
  with severe aches, a high fever, sore throat, and 
  upset stomach. Victims become increasingly weak 
  requiring attention and care. This stage lasts an ad-
  ditional 5–10 days.
  3) The victim collapses into a coma. 
  In approximately 20% of cases the stage 3 victim 
  “awakens” after a few days with madness induced 
  strength and rage. The victim is psychotic and ber-
  serk, attacking anyone they encounter.
                         
                                     
  
  dAring tALes oF the sprAwL #05
  
  delivered to a remote town with a couple of side 
  trips. The nature of the commodity has not been 
  disclosed to me other than it requires a special 
  storage unit and must remain in the cargo area 
  of a vehicle the client is providing. My limited 
  understanding of the side trips are one involves a 
  prearranged meeting to pick up some specialized 
  armaments and the second a penetration and ex-
  traction job. I realize these details are vague but 
  my client refused to give any more information. 
  However, the money he is offering more than com-
  pensates for the secrecy”. Fence slides a payment 
  card preloaded with a sizeable amount of money 
  towards you.
  When the heroes agree to the task Fence gives the 
  payment card to them along with a key card for a ve-
  hicle, a key card for a parking garage and a Crescent 
  Biotech business card with the address of a parking 
  garage in the Periphery and the word “bay 4–41” on 
  the back. 
  “As you can probably deduce from the business 
  card my client worked for Crescent Biotech. The 
  client’s name is Dr. Nathaniel Peaslee; he’s about 
  6 foot, wears round, wire-rimmed glasses and has 
  shaggy grey hair. He doesn’t look like much and 
  comes across as nervous but you might want to 
  bear in mind this guy managed to extract himself 
  and a vehicle from Crescent. Peaslee will meet 
  you at his vehicle, in the parking garage in two 
  hours, which just leaves us time for dessert, if 
  you’re interested?”
  Act 1 scene  – worKing At 
  the cAr pArK
  The address the broker gave the heroes is a multi-level 
  underground parking garage in the Periphery. Unknown 
  to both the heroes and Nate a group of thugs, hired by 
  another broker in the employ of Crescent Biotech, have 
  managed to locate Nate’s stolen vehicle and are waiting 
  in the garage for Nate to arrive.
  getting in
  The entrance to the underground garage is blocked by 
  an armored steel shutter (Toughness 18); a card reader 
  mounted on a post on the approach to the door should 
  allow access to anyone who swipes a valid card. The 
  thugs who preceded the heroes had to bypass the card 
  reader to gain access and their tampering has caused the 
  lock to malfunction.
  When the heroes swipe the card given to them by 
  their broker the lock gives out a low buzz and both the 
  valid and invalid card lights glow. Anyone looking closely 
  at the card reader who succeeds in a Notice roll can see 
  it has been tampered with recently.
  A few minutes work and a successful Repair roll gets 
  the card reader working again.
  A compLicAtion
  While the heroes are trying to gain access to the ga-
  rage a Sentinel Incorporated patrol car drives past the 
  access road leading to the garage. Successful Notice rolls 
  hear the patrol car stop and begin maneuvering. If the 
  heroes do nothing the patrol car reappears and turns 
  into the access road pulling up behind the heroes just 
  as they complete their repair of the card reader and the 
  door begins to roll up.
  Any reasonable explanation, “My card got jammed 
  and I had to lever it out”, or a successful Persuade roll 
  allays the two Sentinel security guards’ suspicions and 
  they wave the heroes on their way.
  If the heroes go for their guns the Sentinel guards 
  retreat to their car while calling for backup. Said backup 
  arrives in d6+4 minutes and consists of a further 3 patrol 
  cars each containing 4 security guards. These reinforce-
  ments probably arrive as the heroes are engaged with the 
  thugs in the garage resulting in a 3-way gun battle!
   Sentinel Incorporated Guards (2): use Corpo-
  rate Security Guard page 23.
  CreSCent BioteCh
  Default: Crescent Biotech is a large corporation 
  specializing in biological systems. In recent years it 
  has made a name for itself force growing “spare” 
  organs such as hearts and kidneys. 
  Success: Crescent “grows” the spare organs in 
  clones grown in tanks of chemical nutrients which 
  force rapid growth. These clones have no brain ac-
  tivity and are legally not alive allowing the corpora-
  tion to side step many laws.
  Raise: There is a rumor that Crescent may be in-
  volved in darker research than cloning; there have 
  been hints of biological weapons – tailored viruses 
  and other such things.
  
  roAd trip
  5
  the gArAge
  The garage consists of 6 floors all identical in layout 
  with vehicle ramps, pedestrian stairs and a pair of eleva-
  tors leading between them. The floors are numbered 
  from 1 to 6 as they descend.
  Each floor is rectangular (60” by 40”) with the eleva-
  tors and stairs at one of the narrow ends and vehicle 
  ramps at the opposite end and midpoint.
  Parking bays are arranged in four rows of 40 vehicles 
  on each floor with concrete pillars interspersed between 
  them. Parked cars provide Medium Cover (+6 Armor) 
  and the concrete pillars provide Light Cover (+10 Ar-
  mor). Fluorescent lights should provide sufficient light-
  ing on all floors but the poor maintenance schedule 
  has left many of them malfunctioning resulting in Dim 
  Lighting (-1 penalty).
  the Ambush
  Nate’s SUV is on floor 4, parking bay 4–41 which is 
  at the far end from the elevators – it is immediately rec-
  ognizable as it is white with the Crescent Biotech logo 
  emblazoned upon its hood and doors.
  About 10” away from Nate’s vehicle is a truck with a 
  closed back; hiding within are a number of thugs wait-
  ing for someone to approach the vehicle. The thugs wait 
  until the heroes are within 2” of Nate’s vehicle before 
  hurling the truck doors open and ambushing them. The 
  thugs are armed with clubs and use these unless the he-
  roes retaliate with lethal force.
  When half or more of the thugs are unconscious or 
  dead two more thugs emerge from the truck armed 
  with Hachiman Rapid Fires while the driver starts the 
  engine. These newcomers use Suppressive Fire against 
  the heroes to allow their comrades to withdraw to the 
  truck. Any thugs withdrawing try to take their fallen 
  colleagues with them. When any survivors reach the 
  truck they clamber in and the driver attempts to es-
  cape.
   Thugs (2 per hero): see page 25.
   Driver: use Thug, page 25, with Driving d10.
  trucK
  Acc/Top Speed: 20/40; Toughness: 12 (3); Crew: 1+10
  Notes: Air bags. 
  nAte Arrives
  Soon after the heroes have dealt with the thugs a 
  voice calls down from the level above “Is it safe to come 
  down now?” It is Nate who arrived shortly after the he-
  roes and witnessed the start of the fight before taking 
  cover and hiding. Once reassured it is safe Nate descends 
  and greets the heroes.
  Nate urges the heroes to board the SUV and get going 
  as the police are probably on their way. Use the informa-
  tion in the sidebar, “Dr. Nathaniel Peaslee” on page 23 
  and in the introduction if the heroes start to ask Nate 
  questions.
  Act 1 scene  – LeAving 
  town
  The heroes have no problems leaving the under-
  ground garage and are soon making their way through 
  the streets of the Periphery towards the deregulated 
  zone. Nate punches some instructions into the GPS 
  system and the onboard computer is soon feeding direc-
  tions to the driver.
  Nate talks to the heroes telling them he intended to 
  mask the Crescent Biotech markings of the SUV before 
  they left and has suitable supplies with him to spray over 
  the markings. He suggests they find somewhere quiet, 
  probably in the deregulated zone, and work on the SUV.
  the crescent biotech heLicopter
  With the SUV out of the underground garage Crescent 
  Biotech picks up the signal from its tracking device and dis-
  patches a helicopter to intercept. The helicopter is soon in 
  visual contact with the SUV and lining up for an attack run.
  Helicopters are not unusual in the Conurbation, of-
  ten being used to transfer personnel from one corporate 
  enclave to another and to monitor traffic flows, so the 
  heroes are not necessarily aware of the impending at-
  tack. Roll some dice, look at the results and then call for 
  a Notice roll.
  sentineL inc
  With very little central government controlled as-
  sets within the NYC the local police force is gradu-
  ally being phased out. The replacement personnel 
  are being provided by Sentinel Incorporated, a 
  company that specializes in security.
  There is a degree of ill feeling between the police 
  and the Sentinel Inc. personnel due to the different 
  stance the two organizations take – the police see 
  the Conurbation as their “home turf” while to Sen-
  tinel Inc. it is just another property to be secured.
  
  dAring tALes oF the sprAwL #05
  
  If a hero succeeds in the Notice roll read the paragraph 
  below aloud to your players and allow the driver to make 
  a Driving roll to try and dodge the helicopter’s attack.
  “There’s something odd about what you first took 
  to be a traffic helicopter flying behind the SUV; it 
  takes you a second or so to realize it is embla-
  zoned with the logo of Crescent Biotech – the same 
  logo as on the SUV you are in. At the same time 
  you realize what you took to be camera mounts 
  are actually guns! The helicopter opens fire and 
  a stream of bullets arc towards the SUV. Despite 
  your last minute attempt to maneuver out of the 
  line of fire you hear the multiple impacts against 
  the body work followed by a horrendous clanging 
  as the cargo area is penetrated.”
  If all fail the Notice roll read the following aloud to 
  your players:
  “Without warning what you took to be a traffic 
  helicopter flying behind you opens fire! As bullets 
  arc towards the SUV you realize the helicopter 
  bears the logo of Crescent Biotech. Despite your 
  last second attempt to maneuver out of the line 
  of fire you hear the multiple impacts against the 
  bodywork followed by a horrendous clanging as 
  the cargo area is penetrated.
  the heLicopter AttAcKs
  The Crescent Biotech helicopter continues to pur-
  sue the heroes and fire at them whenever a clear shot 
  presents itself. The heroes need to ensure the helicopter 
  does not get a clear shot!
  Each round the driver of the SUV must succeed in a 
  Driving roll to prevent the helicopter lining itself up for 
  a shot. At the beginning of each round draw a single card 
  for the heroes. If the card is a club the heroes encounter 
  an obstacle, check the table below and apply the modi-
  fier as a penalty to the driver’s roll.
     
  Obstacle
  Penalty
  Slow traffic 
  -1
  Traffic jam
  -2
  Road completely blocked ahead
  -3
  Narrow street which abruptly dead ends
  -4
  After six rounds of playing cat and mouse the helicop-
  ter abruptly gives up the chase as it receives notification 
  of Sentinel Incorporated’s involvement – proceed to 
  Sentinel Incorporated Pursuit below.
  If the heroes manage to damage the helicopter it gives 
  up the pursuit and you should continue with the next 
  section.
  heLicopter (1)
  Acceleration/Top Speed: 20/50; Climb: 20, Toughness: 
  9 (2); Handling: +1; Crew: 2
  Abilities: Piloting d8, Shooting d8
  Weapons: 1 x forward-firing machine gun (Range: 
  12/24/48; Damage: 3d6; ROF 1; AP 6, HW)
  sentineL incorporAted pursuit
  “Suddenly the helicopter pulls up and veers away 
  as the sound of sirens replace the rattle of gunfire. 
  Three Sentinel Incorporated patrol cars, their bright 
  lights strobing, drop into position behind you.”
  Each of the patrol cars has a driver and a passenger. 
  The driver attempts to get close to the heroes vehicle 
  and force it off the road and to a stop. If the heroes shoot 
  at the patrol cars the passengers return fire.
  Dr. nathaniel PeaSlee
  Dr. Peaslee, or Nate to his friends, is a man quite out of 
  his depth but he is passionate about his self-appointed 
  task and does his best to deal with the heroes. 
  See the Introduction for further details of Nate’s 
  plan – how much of it he divulges to the heroes at 
  any time depends upon how much he trusts them 
  and how persuasive they have been. To begin with 
  Nate is “the man” who is paying the heroes and ev-
  erything is on a need to know basis; as time goes on 
  and the heroes demonstrate they can be trusted to 
  do the “right” thing Nate reveals more of his plan.
  When he first meets them Nate does not reveal what 
  the “valuable commodity” is only that it is biological 
  samples that must be kept at a constant tempera-
  ture which the special storage unit will do while it 
  is linked to the SUV’s power supply.
  Before he actually reveals the truth about Sigma-7 
  and his mission Nate will have to be very sure of the 
  heroes and their motives.
  Savage WorldS 
  explorerS edition
  If you are using the Savage Worlds Explorers Edi-
  tion use the following to run the chase, using the 
  additional Obstacle rules (see the Pulp Cyberpunk 
  Rules). The Sentinel patrol cars begin at Medium 
  Range and the Range Increment is 5”.
  Shooting at the patrol cars is difficult due to the 
  brightly flashing strobe lights causing a –1 penalty 
  and the unstable platform penalty (–2) for firing 
  from a moving vehicle. The characters best chance 
  is to get away from their pursuers by increasing the 
  distance between the vehicles to 10 Range Incre-
  ments or more.
  
  roAd trip
  
  Run this scene as a Chase with a standard length of 
  five rounds. If a club card is draw indicating a Compli-
  cation use the table below to see what happens and 
  run the mini-scene. The heroes manage to get away 
  from their pursuers if their vehicle is still running at 
  the end of the chase or they disable all of their pursu-
  ers.
  Shooting at the patrol cars is difficult due to the 
  brightly flashing strobe lights causing a –1 penalty and 
  the unstable platform penalty (–2) for firing from a mov-
  ing vehicle.
  obstAcLes
  Collisions count as Extras, so damage rolls don’t Ace 
  against the characters’ vehicle. Text in italics is for GMs 
  using Savage Worlds Explorers Edition.
  Deuce (–4) Traffic Mayhem: A hacker changes the 
  traffic priority just as the vehicle enters a junction. A suc-
  cess allows the driver to swerve around all the vehicles, 
  while a failure causes a collision with a hard obstacle.
  Three (-2) Tunnel: The chase enters a long under-
  pass making overtaking difficult. There is no penalty for 
  a failed roll.
  Four (-2) Another Chase: A different chase crosses 
  the chase. A success allows the driver to swerve around 
  all the vehicles, while a failure causes a collision with 
  a hard obstacle
  Five (–2) Ambulance!: An ambulance belonging 
  to Angel Care pulls out of a side road directly into the 
  vehicles path. A success allows the driver to swerve 
  around the vehicle, while a failure causes a collision 
  with a hard obstacle.
  Six (–2) Rough Road: The road surface has been 
  damaged and large holes pockmark the surface. A failed 
  Driving roll indicates one of the major holes was not 
  avoided and an axle slams down onto the road. Dam-
  age is 2d6 and the vehicle loses a Range Increment.
  Seven (–2) Damaged Fire Hydrant: Water is spew-
  ing onto the road making the surface slippery. A failed 
  Driving roll means the vehicle automatically goes Out 
  of Control.
  Eight (–2) Collision: Two cars have smashed into one 
  another right in front of the vehicle. A success avoids 
  the collision, while a failure leads to a collision with a 
  hard Obstacle.
  Nine (-2) Road Construction Crew:  A group of con-
  struction workers are moving barricades across the road. 
  A failed Driving roll results in the vehicle losing a Range 
  Increment as the driver dodges the workers.
  Ten (-2) Late Delivery: A large truck, running late, 
  pulls into the vehicles lane to overtake a car; the driver 
  may just be able to squeeze past. A failure leads to a 
  head-on collision. The truck is moving 10” per round.
  Jack (0) Sharp Curve: The road curves sharply with 
  crash barriers along its edge. A failed roll badly scrapes 
  the paintwork and the vehicle loses a Range Increment.
  Queen (0) Gun Fight: A gunfight is being waged 
  across the road. A failed roll causes the vehicle to be hit 
  by a shot for 2d6 damage.
  King (0) Sudden Downpour: Torrential rain sud-
  denly drops from the skies reducing visibility to virtually 
  zero; this result affects all vehicles involved in the chase! 
  A failed roll means the car drops back 1 Range Incre-
  ment. 
  nate’S VehiCle
  This is a large sport utility vehicle. The front “cab” 
  consists of a driver and passenger seat each with 
  their own doors. Sliding doors behind the driver 
  and passenger give access to the passenger com-
  partment that has two bench seats which can seat 
  3 people each. There are sunroofs above the driver 
  and passenger compartments. The SUV has a cyber-
  netic link up allowing someone with suitable cyber-
  ware to interface directly with the vehicle.
  The rear of the SUV is a covered cargo bay with a 
  tailgate giving the only access. The cargo bay is pre-
  dominantly filled by what appears to be a high-tech 
  coffin wired into the SUV’s power system. Stacked 
  around the “coffin” are various containers of gear, 
  spare parts and tools.
  The front of the SUV has a winch with 50 feet of 
  steel hawser attached. 
  Acc/Top Speed: 20/40; Toughness: 14 (3); Crew: 
  1+7
  Notes: Air; Luxury Features; Four Wheel Drive.
  whAt iF nAte’s suv  
  is destroyed
  Hopefully any hero driving the SUV has the Ace 
  Edge, which enables them to make Soak roles for 
  any damage the vehicle takes. If you are using the 
  Pulp Rules remember a Bennie spent on a Soak role 
  which soaks all Wounds is given back to the player.
  If at all possible the GM should try to ensure the 
  SUV is not damaged too severely or destroyed! The 
  SUV carries sufficient tools and spare parts to repair 
  one of each type of Critical Hit to the Engine, Loco-
  motion and Controls. Each such repair requires a 
  successful Repair roll with a -2 penalty if performed 
  outside of a workshop.
  If the SUV is effectively destroyed Nate reluctantly 
  suggests they steal a suitable vehicle (if near a settle-
  ment) or hijack the next vehicle of a suitable size to 
  carry their cargo. It is left to the GM’s imagination 
  as to whether this heist is as simple as it sounds 
  or more complicated. Once a suitable vehicle is 
  obtained a successful Repair roll wires the “coffin” 
  into the vehicle.
  
  dAring tALes oF the sprAwL #05
  
  Ace (0) Road Side Fire: A building alongside the 
  road is on fire with thick smoke billowing across the 
  road. A failed roll causes the vehicle to graze another 
  losing speed and costing it one Range Increment.
   Sentinel Incorporated Driver (3): use Corpo-
  rate Security Guard, Driver, see page 23.
   Sentinel Incorporated Passenger (3): use Cor-
  porate Security Guard, see page 23.
  sentineL incorporAted pAtroL 
  cArs ()
  Acc/Top Speed: 30/56; Toughness: 10 (3); Crew: 1+3; 
  Notes: Air bags.
  Act 1 scene  – Armor up
  Once clear of pursuit Nate asks the heroes to pull over 
  so they can assess the damage caused by the helicopter 
  attack.
  A quick survey of the exterior of the SUV reveals quite 
  a few dents and abrasions caused by bul-
  lets that ricocheted off of the bodywork. 
  More worrying is the single bullet that 
  penetrated the body and impacted inside 
  the cargo area.
  Nate opens the back of the SUV to 
  reveal a 6 foot long, 3 foot wide and high 
  container with an intricate looking con-
  trol panel set on one side. Nate scrambles 
  into the cargo area and frantically taps 
  controls on the side of the container 
  while studying the readouts. After a min-
  ute or so Nate leans back and wipes the 
  sweat from his forehead. Gazing around 
  the back of the SUV he points to a metal 
  toolbox strapped to one wall with a mas-
  sive dent and then to a hole in the floor 
  of the cargo area. 
  “We were lucky, very lucky. Just look 
  at the trajectory of the bullet that pen-
  etrated,” Nate’s finger traces a straight line 
  from the hole in the side panel of the SUV 
  to the dent in the toolbox; the line misses 
  the top of the crate by less than an inch. 
  “We can’t risk any damage to this con-
  tainer. I suggest we hide ourselves in the 
  deregulated zone and see if we can find 
  some way to reinforce the structure of the 
  cargo bay to make it more bulletproof.”
  the trAcKing device
  The SUV actually has three tracking 
  devices, two of which are active all the 
  time. The third is mainly passive only 
  broadcasting when it receives an activa-
  tion code, and even then only sends a 
  minute amount of data.
  The two active tracking devices can be found rela-
  tively easily if the heroes state they are looking for them, 
  requiring only a successful Notice roll for each one. The 
  passive tracking device cannot be found at this time.
  the dereguLAted Zone
  If the heroes have had any friendly contact with any 
  communities or gangs within the deregulated zones they 
  may well suggest travelling to one of them and Nate 
  warily agrees. If not it takes the group about an hour to 
  find a shell of a warehouse in which they can hide the 
  SUV while they work on it.
  mAintenAnce worK
  Once the SUV is hidden the heroes and Nate can get 
  to work disguising and armoring it. The Crescent Biotech 
  markings may be either covered over with spray paint 
  (Nate has several cans in the SUV) or scraped off with a 
  suitable tool.
  
  roAd trip
  
  Adding armor to the SUV is a more difficult task and is 
  broken into two steps:
  Step 1: Find Suitable Materials for Armor.
  Allow the heroes a cooperative Notice roll, each suc-
  cess and raise garners them sufficient armor to provide 
  +1 Armor to the SUV. If the heroes are in a friendly settle-
  ment give them a +1 bonus to this roll. If the settlement 
  is one that deals with scavenging the deregulated zone 
  (for example the Pack Rats from Daring Tales of the 
  Sprawl #2 – Tail Chasing) give them an additional +1 
  bonus. Finally if the heroes are willing to pay, they gain a 
  +1 bonus for each $500 dollars they spend.
  Step 2: Affix the Armor to the SUV
  Once the heroes have gathered sufficient material,  it 
  requires a cooperative Repair roll to affix it to the SUV. 
  Give the heroes the same bonuses as applied for finding 
  the material. A success attaches the armor but lowers the 
  SUV’s Acceleration by 2 and top speed by 4. Each raise 
  on the Repair roll reduces these penalties by 1 and 2 
  respectively.
  Act : on the roAd
  This act contains several scenes that should be run 
  between the other acts detailing what happens to the 
  heroes on their road trip. Each scene gives details of 
  when it should be run but a summary is given here along 
  with the approximate distance from the Conurbation the 
  Act/Scene occurs:
  Act 2 Scene 1 – Crescent Biotech Bikers (as the heroes 
  leave the Conurbation)
  Act 2 Scene 2 – Arms Meet (about 80 miles or 2 hours 
  drive from the Conurbation)
  Act 3 – Crescent Biotech Extraction (about 320 miles 
  or 8 hours drive from the Conurbation)
  Act 2 Scene 3 – Wreckers (about 400 miles or 10 hours 
  drive from the Conurbation)
  Act 2 Scene 4 – Bridge Out (about 480 miles or 12 
  hours drive from the Conurbation)
  Act 4 – Pleasant Falls (about 560 miles or 14 hours 
  drive from the Conurbation)
  Act  scene 1 – crescent 
  biotech biKers
  As the heroes leave the Deregulated Zone and the 
  outskirts of the Conurbation, Nate directs them towards 
  a major highway. Fearing Crescent Biotech may have 
  issued a warrant for his arrest since his defection Nate 
  also turns on the SUV’s radio, quickly tuning it to the 
  Corporate News Channel (“CNC – all the corporate news 
  as it happens”). 
  the pAssive trAcKing device
  Shortly after the heroes leave the Conurbation, Cres-
  cent Biotech begins to blanket broadcast the activation 
  code for the passive tracking device embedded in the 
  SUV. The tracking device responds with a very short but 
  powerful transmission of the SUV’s current co-ordinates. 
  If the heroes still have the SUV’s radio on, or have their 
  own radio headsets active, a successful Notice roll hears 
  a short burst of interference. Any hero noticing the in-
  terference and succeeding in a Smarts roll deduce the 
  interference is caused by something transmitting.
  Smart heroes may try to find the passive tracking de-
  vice once they are aware of it. The device is very well 
  hidden and disguised requiring a Raise on a Notice roll 
  and a successful Repair roll to locate. 
  motorbiKe chAse
  Soon after the passive tracking device broadcasts their 
  location Crescent Biotech sends a strike force to inter-
  cept the heroes. The force consists of six armored motor-
  bikes. In addition to the drivers all of the bikes have an 
  armed passenger; two of the passengers are armed with 
  Hachiman Hayabusa (“bird of prey”) missile launchers 
  (Range 24/48/96, Damage: 4d8+2, RoF: 1, Medium Burst 
  Template, Heavy Weapon, Snapfire, Ammo: 1 each) – re-
  member the unstable platform and snapfire penalties to 
  be applied to shooting from a moving vehicle for a total 
  of -4 on Shooting rolls.
  So Where iS PleaSant 
  FallS?
  The answer to this depends upon where you have 
  set your adventures. Ideally, Pleasant Falls needs to 
  be at least 14 hours drive away from the Conurba-
  tion. The roads the heroes will be travelling on are 
  not all major roads so their average speed is going 
  to be about 40 miles per hour – so Pleasant Falls 
  needs to be about 560 miles away.
  If your heroes home city is in a country which 
  doesn’t allow such distances to be travelled (e.g. 
  the United Kingdom) you will have to arrange for 
  the heroes to be somewhere more suitable – per-
  haps at the end of another mission.
  haCking on the roaD 
  Within the Conurbation, or any other built up area, 
  access to the Super Net is always available either 
  by hard-wired networks or the ubiquitous Wi-Fi. 
  On the road the Hacker has to rely on the coverage 
  provided by satellites in orbit around the earth. For 
  “normal” day-to-day activities such as checking the 
  news or weather no roll is required. However, to 
  secure a connection suitable for hacking comput-
  ers and networks a Hacker first needs to hack one 
  of the satellites which are all Red-6 systems. Once 
  within the satellite system the Hacker requires a 
  simple Hacking success to access the Super Net.
                                   
  
  dAring tALes oF the sprAwL #05
  10
  The six bikes join the highway shortly after the heroes 
  pass an on and off-ramp on a section of highway which 
  runs almost dead straight for several miles. The bikes, 
  like the heroes SUV, are designed for off-road travel and 
  continue their pursuit if the heroes leave the highway.
  Run this scene as a Chase with a length of “Dogfight” 
  – the chase continues until the bikers are eliminated. If 
  a club card is drawn indicating a Complication the rel-
  evant vehicle has hit some debris on the road, a road 
  sign, crash barrier or similar. 
  motorbiKes ()
  Acc/Top Speed: 20/36; Toughness: 10 (4); Crew: 1; 
  Passengers: 1
   Corporate Security Guard, Driver (6): see page 
  23.
   Corporate Security Guard (6): see page 23, two 
  are armed with a Hachiman Hayabusa (“bird of prey”) 
  missile launcher (Range 24/48/96, Damage: 4d8+2, RoF: 
  1, Medium Burst Template, Heavy Weapon, Snapfire, 
  Ammo: 1 each)
  Act  scene  – Arms meet
  Nate made a deal with a broker, going by the name of 
  Mr. Henrikson, to obtain the Tasers he requires. Being 
  somewhat naïve Nate didn’t do any background checks 
  on his broker, which is unfortunate as Mr. Henrikson has 
  a bad reputation about the Conurbation. If the heroes 
  want to investigate Mr. Henrikson before the rendezvous 
  allow them the usual Investigation, Streetwise or Hack-
  ing rolls and see the nearby sidebar.
  Nate has the GPS coordinates for the meeting place 
  provided to him by Mr. Henrikson; when Nate arrives at 
  the meeting place he is to call a number and his contact 
  will meet him there. 
  The coordinates lead to a disused processing factory 
  some 80 miles from the Conurbation with a single, nar-
  row, mile long track leading to it from the main road. 
  Rough scrubland and a few trees mask the factory from 
  view by those passing on the road.
  The factory is an area some 200 feet square surround-
  ed by an old chain link fence, which has many holes in its 
  rusted metal. The factory is composed of a single struc-
  ture, a long narrow building with gaping holes where 
  the windows and doors used to be. The interior is dimly 
  lit and has been gutted of anything useful including the 
  interior walls, leaving a large open space with a few piles 
  of rubbish and old machinery.
  The factory building is 30” by 12” with a large hole 
  (where the loading doors once were) in the center of 
  one of the shorter sides and a normal door-sized hole 
  at one end of a longer side. The broken windows are 
  3” above the ground and a successful Climbing roll is 
  required to get to them. The windows provide Dim 
  Lighting. There are six piles of rubbish that can provide 
  cover in any fight, all provide Light Cover and most give 
  +1 armor while two of them are old machinery and give 
  +3 armor. Use Small Burst Templates to represent these 
  piles of rubbish. The building has a roof that slopes from 
  one side to the other (4” above the ground on one side 
  5” on the other) with exposed girders on the underside. 
  A successful Climbing roll is required to gain access to 
  the girders for any potential snipers.
  the rendeZvous
  When Nate makes the phone call he is told the weap-
  ons will be with him in 30 minutes and he should stay 
  put. Mr. Henrikson is, of course, going to double cross 
  Nate and he sends a team of thugs backed up by two 
  samurai to the meeting. The team’s plan is given here 
  but actions by the heroes may alter things.
  The group arrives in 3 cars, one of which stops mo-
  mentarily at the road junction to allow the samurai to 
  exit the car. While the cars drive slowly up to the factory 
  the two samurai swiftly and quietly make their way to 
  the factory through the brush. As the Negotiator and his 
  thugs noisily exit the cars the samurai make their way to 
  the other side of the factory and climb up to the windows 
  on that side (assume they make their Climbing rolls).
  The Negotiator and thugs enter the building carrying 
  several metal cases which, after placing them on one of 
  the piles of junk, they open. The cases contain Tasers, 
  stun batons and batteries for them. Read or paraphrase 
  the following as the Negotiator begins to speak:
  Savage WorldS 
  explorerS edition
  If you are using the Savage Worlds Explorers Edi-
  tion use the following to run the chase, using the 
  standard Obstacle rules. The bikes begin at Medium 
  Range and the Range Increment is 5”. The chase 
  continues until either the heroes get away from 
  their pursuers (by increasing the distance between 
  the vehicles to 10 Range Increments or more) or 
  the bikers are eliminated.
  mr. henrikSon
  Default: No knowledge, he is not important enough 
  to have made a name for himself.
  Success: The broker who calls himself Mr. Henrik-
  son is one of the small players in the Conurbation; 
  he has had several attempts to make it to the “big 
  time” but never quite made it.
  Raise: Mr. Henrikson has been linked with several 
  cases of double crosses; deniable assets have found 
  themselves facing alerted corporations when work-
  ing for him and in one case an arranged extraction 
  team showed up an hour late to pull out a team 
  – allegedly a simple misunderstanding. Basically the 
  guy shouldn’t be trusted.
  
  roAd trip
  11
  “I’m assuming one of you is Dr.Peaslee? I am a rep-
  resentative of Mr. Henrikson, who unfortunately 
  could not personally make this meeting. He has, 
  however, instructed me to act as his agent. As you 
  can see we have the requested merchandise, but 
  there has been a complication. Certain activities 
  in the Conurbation have resulted in the prices for 
  such merchandise increasing quite dramatically 
  and we are going to require further funds before 
  we can hand these over.”
  If the heroes don’t intervene Nate asks how much 
  more and is told a figure that makes him go pale before 
  stammering that is equal again to what he has already 
  paid. The Negotiator apologizes but states “business is 
  business” and insists Nate pays up (which he cannot as 
  he does not have sufficient money left). The Negotiator 
  has instructions to eliminate all witnesses if a deal cannot 
  be struck and he does not hesitate to pull his gun, which 
  signals his men to attack when this becomes obvious. 
  the AttAcK
  All of the thugs (including the Negotiator) draw their 
  weapons and move their full distance for one round 
  away from any obvious heroes before taking cover or go-
  ing prone. The samurai provide covering fire by shooting 
  at the heroes from the windows; they have had plenty of 
  time during the negotiations to take aim and hence get 
  +2 to hit with their first shots.
   Negotiator (1): use Thug, see page 25, with Per-
  suasion d8.
   Thugs (2 per hero): see page 25.
    (2): see page.
  the weApons
  The metal cases contain 4 Taser Guns, 4 hand held 
  Tasers and batteries for all of them – these weapons are 
  detailed in the Morrigu Arms Catalog Addendum in Ap-
  pendix A.
  Act  scene  – wrecKers
  After leaving the Crescent Biotech research center the 
  heroes’ route becomes wilder with few signs of habita-
  tion. The road becomes worn and in places eroded or 
  pockmarked with fissures and craters – signs of past 
  violent encounters. The terrain beyond the road varies 
  between actual greenery, naturally growing trees, grass 
  and shrub, and areas of blasted and muddy land remi-
  niscent of a war zone. The area is currently home to a 
  roaming gang of wreckers – a gang which preys upon 
  other travelers, killing them and reducing their vehicles 
  to scrap and spare parts.
  This scene occurs as the heroes are driving along a 
  reasonably straight stretch of road cut through a steep 
  hillside; on one side the land drops steeply downward 
  whilst on the other it raises steeply upward. Both sides 
  of the road have drainage ditches, too deep and wide for 
  the SUV to cross. The hillsides are covered in long grass 
  with a scattering of trees and bushes.
  the Ambush
  The heroes round a sharp bend to see an articulated 
  truck jack-knifed across the road blocking both carriage-
  ways, the windscreen is broken and a body lies on the 
  road just in front of the tractor. The body is just that 
  – a dead body. When the heroes move to investigate the 
  body two snipers hidden in a copse about 60” away, who 
  have been aiming for at least one round (gaining a +2 
  bonus to hit), shoot at the heroes; one targets the he-
  roes’ vehicle aiming for the tires while the other targets 
  any obvious “muscle”.  The SUV’s tires have Toughness 
  6 and have no armor aside from any the heroes added to 
  the SUV – a “Wound” causes a tire to burst. 
  The snipers gain Medium Cover (-2 penalty to hit 
  them) from the undergrowth. 
  When the heroes begin to approach the copse (before 
  or after dealing with the snipers) a further six wreckers 
  step out of the foliage. Two of the newcomers use their 
  machine guns to lay down suppressive fire for a round 
  while their fellows target individuals. 
  If more than half of the wreckers are incapacitated 
  or killed the remainder attempt to flee, running away 
  through the copse and gaining +2 Cover as they do so.
   Wreckers (8): see page 25.
  to the victors
  If the heroes search the thicket where the snipers 
  were hiding they find the gang’s temporary camp; four 
  camouflaged tents containing sleeping bags, clothing, 
  food and a makeshift cooking area. The truck is drivable 
  if the heroes need a replacement vehicle or just want 
  to upgrade. However Nate is against the idea as such a 
  vehicle will slow them down and it is not as adaptable as 
  the SUV. If your heroes insist you may need to make some 
  changes to the rest of the scenario. The trailer contains a 
  scavenger’s paradise – it is jam packed with vehicle parts, 
  from body panels to electronics, to complete engines as 
  well as all manner of tools, including cutting torches. If 
  the heroes’ SUV is damaged the heroes can certainly find 
  suitable spare parts here to repair it.
  Act  scene  – bridge out
  The route the heroes have been following towards 
  Pleasant Falls crests a high hill and ahead they can see a 
  river, swollen by recent torrential rain. The road leads up 
  to the river and ends at one end of a bridge, which has 
  been washed out by the high water!
  Nate begins to fret – the bridge was the only way 
  across the river in this area; finding another route would 
  delay them and jeopardize the aid they can give the in-
  
  dAring tALes oF the sprAwL #05
  1
  fected town. If the heroes do not mention it Nate asks if 
  the SUV is waterproof and up to fording the river? It is.
  Fording the river
  To begin with all goes well as the SUV drives slowly 
  into the river but, within a short distance, the water level 
  rises above the doorsills and it is soon lapping just under 
  the windows. Ask the vehicle’s driver to make a Driving 
  roll as the current begins to push laterally against the 
  SUV. With a success the vehicle creeps slowly across the 
  river while a failure results in a collision with a hidden 
  rock causing 2d6 damage.
  stucK
  When the SUV is about half way across it suddenly 
  drops a foot or so as the riverbed beneath caves in under 
  all four wheels leaving the vehicle stuck with its wheels 
  spinning uselessly getting no traction. The heroes are 
  going to have to somehow shift the SUV forward so it 
  can gain purchase. As the heroes begin to exit the vehicle 
  one of them spots a large tree upriver, being buffeted 
  from side to side of the river, but heading straight for 
  the SUV!
  The heroes can make use of the winch on the front 
  of the SUV and/or push the vehicle. To make use of the 
  winch requires a hero to get the end of the cable across 
  the rest of the river. A successful Swimming roll with 
  a -2 penalty gets a hero across the river; each failed 
  attempt gives the swimmer a level of Fatigue. Once 
  ashore it takes one round to secure the winch cable to 
  one of the bridge supports. The winch gives the SUV a 
  Strength of d12+2 to assist or supplement the heroes 
  who are pushing.
  Shifting the SUV sufficiently for its wheels to gain trac-
  tion requires a total of 10 successful Strength rolls with 
  a -2 penalty due to the heroes having to fight the river 
  current as well as push (if a hero achieves one or more 
  Raises this counts as a single additional success). Heroes 
  may work together using cooperative rolls to offset the 
  penalty. If any hero rolls a 1 on their Strength roll they 
  are buffeted by the current against the SUV taking 2d6 
  damage as though from an Extra.
   The oncoming tree begins 21” away from the SUV 
  and travels 3 inches per turn twisting and spinning, 
  sinking and rising as it approaches. If the tree hits the 
  SUV it causes 2d6 + 12 damage and overturns it. The 
  current catches the damaged SUV and it is swept up 
  on the far bank about half a mile downstream. Any he-
  roes in the SUV during this bumpy ride must succeed 
  in a Vigor roll or take a level of Fatigue from bumps 
  and bruises. See the side bar What If Nate’s SUV Is 
  Destroyed.
  Creative heroes may try to destroy the tree before 
  it can impact the SUV especially if they have heavy 
  weapons such a missile launcher. Don’t deny them 
  their destructive urges but describe how the tree bobs 
  up and down, sometimes above and sometimes below 
  the water making it extremely hard to damage. Apply 
  a uniform -4 to hit the tree which has a Toughness of 
  12 and the equivalent of 3 Wounds; for each wound 
  inflicted on the tree reduce the impact damage against 
  the SUV by 4 points.
  nAte’s pLAn For Aiden’s 
  extrAction
  Nate has been planning both his escape and the 
  extraction of his colleague for some time and has 
  managed to obtain some details of the security at 
  the Crescent Biotech center. Nate knows the follow-
  ing:
  * 
  The research center’s computer system is not 
  usually connected to the Net; when data trans-
  fer is required the system connects but Nate 
  does not know when this is.
  * 
  The cameras are motion sensitive and possess 
  infrared capability. They are routinely moni-
  tored by the center’s computer. 
  * 
  If the cameras are the same as those generally 
  used by Crescent Biotech they feed their data di-
  rectly to the security center, but can also record 
  and store up to two hours video footage each. 
  It should be possible to get a camera to record 
  several minutes of footage while also relaying it 
  to the security center. The camera could then be 
  set to replay the recording over and over.
  * 
  The center consists of a two story residential 
  block, a one story administration block (which 
  houses the security center), and a bunker which 
  houses an elevator to the underground research 
  laboratories. Nate suggests the team neutralize 
  the guards first, and then locate Aiden Flattery 
  so he can lead them to his research.
  The center has 30 research personnel, 15 adminis-
  tration staff and about a dozen security guards – the 
  last is a guess based on Nate’s observations at other 
  Crescent Biotech buildings.
  Once Nate has told the heroes what he knows give 
  them a chance to think of ways to overcome the 
  cameras before Nate speaks up. Nate’s plan is for 
  one of the heroes to get to one of the towers and rig 
  the cameras to relay blank footage back to the secu-
  rity center. To enable someone to get close without 
  being detected the approach should be at night, 
  and the hero’s body heat can be lowered by a spe-
  cial water-cooled suit Nate stole. The water system 
  is passive with no heat exchanger or cooling unit so 
  will not mask the hero’s body heat for long, but it 
  should lower the wearer’s temperature enough so 
  they merge with the night temperature.
  
  roAd trip
  1
  Act : crescent  
  biotech extrAction
  This act contains details of the extraction of Aiden 
  Flattery from the Crescent Biotech research center. The 
  first scene examines the external details of the center 
  and the following scenes detail the various buildings ar-
  ranged in the order they will probably be encountered if 
  the heroes follow Nate’s plan (see the nearby sidebar). 
  If the heroes attempt to enter the facility during the day 
  rather than at night the GM will need to amend some of 
  the descriptions below.
  Act  scene 1 – crescent 
  biotech reseArch center
  ApproAching the center
  The SUV’s satnav directs the heroes to a narrow road 
  leading off the main highway towards a wooded ridge. A 
  successful Smarts roll whilst studying a map, or a Hacking 
  roll, suggests the research center the heroes are seeking 
  is about a mile beyond the far side of the woods. If the 
  heroes do not think of checking, Nate can inform them 
  of this fact as he has visited the center before.
  the exterior
  The research center is sited upon level ground about 
  one mile from a wooded ridge that supplies the only 
  cover within a reasonable range. The center is a square 
  measuring 200 yards on each side, surrounded by a ten 
  feet high chain link fence with three buildings within it. 
  The road the heroes entered the wood on leads to a gate 
  in the fence.
  At each corner of the compound there is a tower 
  rising a further ten feet above the fence (giving a total 
  height of 20 feet). The towers are just large enough for a 
  person to stand but are not routinely manned; however 
  each tower supports an array of cameras.
  the cAmerAs
  The cameras have an effective range of 50 yards be-
  yond the fence and cover all approaches to the center. 
  The cameras are generally controlled and monitored 
  by the computer in the security center but the security 
  guards can take manual control if they need to. 
  Avoiding detection by the cameras is almost impos-
  sible by day unless the heroes have some form of rural 
  camouflage and move very slowly – even then the hero 
  must succeed in a Stealth roll opposed by the security 
  system’s Notice of d10. At night the cameras also have 
  a d10 Notice against anything with a temperature more 
  than a few degrees above the night temperature. If a cam-
  era spots one of the heroes it alerts the security guards 
  (see The Center Alerted on page 13).
  If a hero examines one of the cameras a successful 
  Smarts roll indicates they could be set to record for a few 
  minutes and then to play back the recording rather than 
  relaying a live feed which should allow other heroes to 
  reach the fence unseen. Such an action requires a suc-
  cessful Repair or Hacking roll. Alternatively a hero could 
  interfere with the arc a camera swings through leaving 
  a narrow path unobserved; a successful Smarts roll is 
  required to figure this out.
  the towers
  Each of the four towers has a ladder leading up to a 
  platform twenty feet above the ground surrounded by 
  bulletproof plastic barriers giving Medium Cover and +4 
  armor. Each platform has a swivel mount for a medium 
  machine gun (these are only mounted when the center 
  is alerted) allowing them a 360-degree arc of fire. Ad-
  ditionally, each platform has a trio of floodlights power-
  ful enough to illuminate the whole of the inside of the 
  compound and outside to a distance of 100 feet.
  The machine guns are stored in the Security Center 
  but their statistics are repeated here for convenience: 
  Range: 50/100/200, Damage: 2d8, Rate of Fire: 3, Shots: 
  30, AP2, Auto, 3RB.
  the Fence
  The ten foot high chain link fence is electrified carry-
  ing enough current to cause 2d8 damage from an Extra. 
  A successful Repair or Stealth roll deactivates the fence 
  allowing the wire mesh to be cut or the fence climbed.
  the buiLdings
  One of the buildings is a two-story structure with 
  many windows and a fire escape at the back (the resi-
  dential block), the second is a single story building (the 
  administration block) while the last is a low concrete 
  bunker (entrance to the research center). All doors and 
  windows have alarms linked to the security center, which 
  are activated if anyone attempts to force them. Each 
  building’s external doors are locked by a swipe card lock 
  requiring a successful Stealth or Hacking roll to unlock; 
  a failed roll sets off an alarm. All windows are made of 
  armored glass with closed blinds on the inside. Doors 
  and windows have Toughness of 12.
  Crescent Biotech personnel carry swipe cards to 
  access the buildings they are authorized for: security 
  guards and researchers can access all buildings while 
  administration staff can only access the administration 
  and residential blocks. 
  the center ALerted
  The center could be alerted by one of the cameras 
  spotting movement, loud noise within the compound or 
                                   
  
  dAring tALes oF the sprAwL #05
  1
  the heroes running into one or more guards who raise the 
  alarm. When the center is alerted several things happen:
  •	
  Steel shutters slam shut over the doors and win-
  dows of all buildings and require clearance from the 
  security center before they open. 
  •	
  Sleeping security guards are awoken and spend a 
  few minutes gearing up.
  •	
  Four guards head to the towers at the corners of the 
  compound with medium machine guns, climb up 
  and mount their weapons. 
  •	
  The remaining guards spread out in groups of two 
  to look for the intruders.
  •	
  A call is made to Crescent Biotech for reinforce-
  ments but such aid will not arrive for at least an 
  hour – hopefully the heroes will have completed 
  their extraction and fled the area by then.
  •	
  All non-security personnel have been drilled in what 
  to expect if the alert is raised and will be quite calm 
  assuming it is a drill until they find out otherwise 
  (probably by armed heroes threatening them). Even 
  when notified that the alert is not a drill most of 
  the non-security personnel will stay, quietly in their 
  quarters fearing for their lives.
  routine pAtroL oF the woods
  If the heroes decide to deal with the cameras by send-
  ing in a single team member use this section to entertain 
  the rest of them!
  While the team watches their teammate stealth to-
  wards the fence call for Notice rolls with a success hear-
  ing movement within the woods. Investigation reveals 
  two security guards, sporting the Crescent Biotech logo 
  on their armor, making a sweep of the woods. It is imme-
  diately apparent the guards will find their vehicle unless 
  the heroes intervene somehow.
  Hopefully the heroes have the sense to deal with the 
  guards quietly, without guns shots; if shots are fired each 
  has a 1 in 6 chance of alerting the research center (see 
  The Center Alerted on page 13).
  If the guards are questioned they relate the center’s 
  security system detected the noise of a vehicle and they 
  were sent out to investigate. If suitably persuaded (or 
  threatened) the guards can tell the heroes the layout of 
  the buildings and what is where (the GM should para-
  phrase the information in this Act). Guards sent on patrol 
  do not carry key cards for any of the center’s buildings.
   Corporate Security Guards (2): see page 23.
  Act  scene  – the 
  AdministrAtion bLocK
  The administration block houses the security center 
  and guard barracks. The GM should keep track of where 
  the guards are and what they are doing. There are a total 
  of 12 guards in the center distributed as follows: 6 asleep 
  / resting in the barracks and lounge, 2 in the security 
  center and 4 either patrolling (during the day) or in the 
  ready room.
  reception
  A typical reception area with a single desk, corporate 
  branding and little else except an atypical drone sentry 
  gun turret! The turret is an armored hemisphere in the 
  center of the ceiling with a mounted medium machine 
  gun. The turret can be activated or deactivated from the 
  security center and is activated each night.
  The desk has a built in computer linked to the admin 
  network; a successful Hacking roll is required to access 
  the network, which may then be hacked as per the nor-
  mal rules.
   Drone, Static Defense (1): see page 24.
  oFFices And corridors
  Past reception is a T-junction of corridors with offices 
  leading off of each. The corridors are featureless giving 
  no cover, while the offices have the normal furnishings 
  that can provide Light Cover.
  These areas are patrolled by 4 Mobile Defense Drones, 
  which the GM should spring upon the heroes as desired. 
  The drones are semi-autonomous during their patrols 
  but report back to the security center if they encounter 
  anything unusual. In game terms a drone alerts the cen-
  ter on the round after it encounters the heroes – if they 
  can disable it in one round it cannot report back.
   Drone, Mobile Defense (4): see page 24.
  the crescent biotech 
  computer networK
  The research center has three different computer 
  networks each with a distinct purpose (and rat-
  ing):
  Admin Network (Green 8): Contains staff records 
  including room assignments within the residential 
  block. It is also responsible for day-to-day functions 
  such as entertainment. Access points can be found 
  in the Administration and Residential blocks.
  Research Network (Red 6): Used by the research-
  ers in the laboratories. Access can only be gained 
  via computers in the Research block. Once hacked 
  a successful Hacking roll can find the research data 
  required by Nate on Sigma-7 and the location of the 
  bio samples he requires (Sub-Level 3, storage cham-
  ber 6, cryo-cabinet 116).
  Security Network (Red 8): Can only be accessed 
  in the Security Center in the Administration block 
  and controls the cameras and power to the electri-
  fied fence. It can be used to activate or deactivate 
  the drones in the admin block, but not those in the 
  research block. With a raise on a Hacking roll the se-
  curity network can be linked to the other networks 
  allowing them to be hacked.
  
  roAd trip
  15
  security center
  Situated in the center of the administration block and 
  marked by an armored door (Toughness 18). The door 
  has a swipe lock that can be opened with a successful 
  Repair or Hacking roll.
  The security center is always manned by between 
  two and four security guards; two always remain here. A 
  door leads from the center to the guards ready room – a 
  kitchen / lounge area with storage lockers for the armor 
  and weapons of the off-duty guards as well as 4 medium 
  machine guns (Range: 50, 100, 200, Damage: 2d8, Rate 
  of Fire: 3, Shots: 30, AP2, Auto, 3RB). The center’s secu-
  rity network can be accessed here.
   Corporate Security Guards (2 or 4): see page 
  23.
  security bArrAcKs & Lounge
  A small room with 10 bunks linked to a recreation 
  area. Unless the center is alerted there are 6 guards 
  asleep or resting in these rooms. These off-duty guards 
  are armed only with pistols and do not have any armor. 
  The walls and doors of the barracks are thicker than the 
  normal walls and sound proofed to allow the guards to 
  sleep – this also means even the sound of gun shots do 
  not travel beyond (or into) the area.
   Corporate Security Guards (6): see page 23 but 
  reduce Toughness to 6.
  Act  scene  –  
  residentiAL bLocK
  The residential block is a two-story building contain-
  ing 50 self-contained single apartments, a dining room, a 
  gym and several lounges and recreation areas. When not 
  working in the laboratories or administration offices all 
  personnel except the guards live here. 
  There is no security in the residential block except for 
  the doors and windows. However a few of the residents 
  are authorized by Crescent Biotech to carry weapons and 
  are not afraid to use them on any deniable assets who 
  happen by! 
  reception
  The reception is just a small room where the elevator 
  and stairs are housed. A desk has a built in computer 
  linked to the Admin network. If the network is hacked 
  the heroes can find Aiden Flattery’s apartment number 
  (first floor, apartment 20) and also stop any alerts being 
  sent to the security center.
  door-by-door seArch
  If the heroes do not know the number of Aiden Flat-
  tery’s apartment they have to do a room-by-room search. 
  For each room investigated there is a 1 in 6 chance there 
  are two occupants rather than one. All occupants have 
  a 1 in 6 chance of knowing where Aiden’s apartment is. 
  Also, for each occupant draw a card; if it is a face card 
  they are armed and react badly to the heroes!
  If the heroes act suspiciously there is a 4 in 6 chance 
  an encountered person hits a panic button sending an 
  alert to the security center. 
  Note that the center’s personnel are used to “security 
  specialists” visiting (sometimes at odd hours) and will 
  not automatically assume the heroes should not be here 
  – any feasible cover story will allay suspicions. For exam-
  ple the heroes may claim to be specialists from Crescent 
  Biotech sent to remove Dr. Flattery for questioning or a 
  new research project off-site.
   Armed “have a go hero” (1): use civilian, see 
  page 23, with Shooting d6 and armed with Glock 9mm 
  (Range: 12/24/48, Damage: 2d6, Rate of Fire: 3, Shots: 
  32, AP 1, Semi-Auto),
  Aiden FLAttery’s ApArtment 
  – First FLoor ApArtment 0
  Note the following assumes the heroes have not set 
  off an alert – if they have Aiden will be alone in his apart-
  ment and not being threatened by a colleague.
  One of Aiden’s co-researchers, a rather lackluster sci-
  entist, has been jealous of Aiden’s successes and has been 
  secretly spying on him and his research. Whilst hacking 
  into Aiden’s data pad the spy discovered his plans to 
  be extracted from Crescent Biotech. Rather than report 
  Aiden the spy chose to confront him, demand to be joint-
  credited for all of his research and then arrange for Aiden 
  to be accidentally killed during his extraction.
  When the heroes arrive outside Aiden’s apartment the 
  spy and a security guard ally are discussing how Aiden is 
  going to help them while holding him at gunpoint. Any 
  hero close to Aiden’s door who succeeds in a Notice roll 
  hears low voices within; what is being said cannot be 
  heard unless the hero has enhanced senses of some form 
  in which case read the following:
   “So this is how it is going to happen Aiden. You 
  credit me with being a partner in your research 
  here at the center and I pay off this nice secu-
  rity guard so when your little extraction happens 
  nothing untoward occurs. Alternatively I could 
  just call Crescent and let them know what you are 
  planning; as it happens I have internal affairs on 
  speed dial. So what’s it to be?”
  The apartment door is locked with the normal swipe 
  card lock. Additionally the spy has also wedged a chair 
  against the door, which prevents it being opened easily 
  and alerts those inside if anyone attempts to open the 
  door.  A successful Strength roll bursts the door open.
  inside the ApArtment
  Aiden is seated in a chair opposite the door and be-
  
  dAring tALes oF the sprAwL #05
  1
  hind him stands a security guard with his pistol aimed at 
  Aiden. The spy is sat in a second chair opposite Aiden. 
  All three are only 2” away from the apartment door. The 
  security guard is essentially on Hold and the heroes can 
  see he is more than willing to shoot Aiden.
  The heroes could try and persuade or intimidate 
  the guard and/or spy into letting Aiden go or a particu-
  larly agile (and confident) hero could try and disable 
  the guard before he can pull the trigger. If a fight breaks 
  out the spy draws his gun as his first action whilst going 
  Prone behind his chair. On his second action the security 
  guard triggers his radio and calls for backup. If any of the 
  center’s guards are capable of responding they arrive in 
  about 2 minutes.
  If Aiden is shot he should be treated as Incapacitated 
  and Bleeding Out but as he is no longer part of the com-
  bat will only have to make a Vigor roll every minute.
   Aiden Flattery: see page 23.
   Spy (1): use civilian, page 23, but add Fighting d6, 
  Shooting d6, Parry 5, Glock 9mm (Range: 12/24/48, Dam-
  age: 2d6, Rate of Fire: 3, Shots: 32, AP 1, Semi-Auto),
   Corporate Security Guards (1): see page 23, 
  make him a Henchman with 3 wounds but no Wild Die.
  Aiden’s reseArch
  Once Aiden is safe he tells the team he had a feel-
  ing he was under suspicion and so did not manage to 
  get the data and samples he and Nate require from the 
  research laboratories. The team will have to break into 
  the laboratories and remove them. Aiden knows the re-
  search laboratories are locked down between the hours 
  of 19:00 and 06:00 and the bio samples required are on 
  sub-level 3, storage chamber 6, cryo-cabinet 116).
  Act  scene  – reseArch 
  LAborAtories
  The low concrete building houses only a foyer and a 
  pair of elevators, both of which are locked down on the 
  lowest sub-level between the hours of 19:00 and 06:00. 
  Beneath the bunker are two levels of research laborato-
  ries both of which are accessed by the two elevators.
  Under the research levels are a further 3 sub-levels 
  used for storage which can only be accessed by a cargo 
  elevator sited at the far end of the levels from the main 
  elevators and runs between all 5 floors. The cargo eleva-
  tors is not locked down.
  getting to the Lower LeveLs
  Once inside the bunker the heroes can gain access to 
  the underground levels by either “hot-wiring” an eleva-
  tor or abseiling down the elevator cables. Hot-wiring an 
  elevator requires a raise on a Repair roll with a failure 
  indicating the controls are fused and unable to be fixed.
  A successful Strength roll opens the elevator doors 
  and a successful Climbing roll is required to climb down 
  to each level. If the Climbing roll is failed the hero starts 
  to fall and has one chance to catch himself with a suc-
  cessful Agility roll – even then the hero takes 2d4 damage 
  to his hands from friction burns (treat as though from 
  an Extra). A hero takes 4d6+4 damage falling from the 
  ground floor and 2d6+2 if falling from the first under-
  ground level; again such damage should be treated as 
  though from an Extra.
  the LAborAtory LeveLs
  Both of these levels are essentially identical consisting 
  of a single long corridor running between small foyers 
  in front of the main and cargo elevators. On either side 
  of the corridor are six laboratories all outfitted with 
  high-tech equipment for bio-medical research. All of 
  the laboratories have computers linked to the Research 
  Network.
  The corridor is 240 feet long (40 game inches) with no 
  furnishings to provide any cover or protection. Midway 
  down each corridor is an armored autonomous sentry 
  gun that is armed and programmed to fire on any move-
  ment in the corridor. Additionally, there are two small, 
  concealed rooms by the main elevators, each holding a 
  mobile defense drone, which activates when the sentry 
  gun begins firing. The GM should note the mobile drones 
  might be behind the heroes when they emerge and may 
  get the Drop on them.
   Drone, Mobile Defense (2): see page 24 
   Sentry Gun (1): use Drone, Static Defense, see 
  page 24.
  the sub-LeveLs
  All three sub-levels are identical, consisting of a long 
  corridor lined by numbered storage chambers. The sam-
  ples Aiden and Nate require are stowed in a large cryo-
  genic storage unit (a high tech freezer storing samples at 
  near absolute zero). Warning signs around the unit cau-
  tion against touching samples without protection but a 
  quick search finds thick, padded gloves and an insulated 
  container to put the frozen samples in.
  Act  – pLeAsAnt FALLs
  Pleasant Falls is one of many so called “Free Com-
  munities” set up by people who have had enough of 
  living in the claustrophobic city and want to “get back 
  to nature”. The inhabitants of such communities are not 
  technophobes but seek to use technology to make their 
  lives easier rather than just for the sake of it.
  Since its inception Pleasant Falls has grown into a 
  thriving community composed of many outlying farms 
  and a central “town”. It is home to some 1,000 people all 
  of whom are gainfully employed providing for the needs 
  of the community. 
  Three months ago Crescent Biotech selected Pleasant 
  Falls as a test site for its biological weapon Sigma-7. The 
                                          
  
  roAd trip
  1
  corporation bought up several farms, moved in a medi-
  cal and security team and began their trials by deploying 
  Sigma-7 via air dispersal. A few families developed the 
  early symptoms of the virus and the corporation sat back 
  to watch the results. Even without further deployments 
  the Sigma-7 virus spread through Pleasant Falls, being 
  passed on by physical contact between those who were 
  infected.
  A month after the trial began a second Crescent Bio-
  tech team publically arrived to offer what aid it could to 
  the citizens of Pleasant Falls – really just monitoring the 
  progress of the Sigma-7 and keeping other corporations 
  away.
  Pleasant Falls is now a town under quarantine al-
  though Crescent Biotech has kept this quiet. The people 
  living in the town have been warned to stay indoors 
  and to avoid contact with all other people as Crescent 
  attempts to contain the outbreak.
  Approximately 75% of the town’s population is cur-
  rently suffering from the effects of Sigma-7.
  Act  scene 1 – weLcome to 
  pLeAsAnt FALLs
  All the roads leading into Pleasant Falls have barri-
  cades across them with warning signs:
  Danger! Pleasant Falls is under quarantine and 
  no unauthorized access is permitted.
  The barricades are not substantial and there is nothing 
  to stop anyone either removing one or driving around it. 
  However each barricade does have hidden cameras feed-
  ing to the monitoring station (see Scene 3). 
  weLcoming committee
  The teams’ arrival is noticed by either a camera on 
  one of the roadblocks, by a hidden camera around town 
  or because most of the population of the town is too ill 
  to drive and the heroes’ vehicle is the only one moving! 
  Soon after the heroes arrive in Pleasant Falls a white SUV, 
  emblazoned with the Crescent Biotech name and logo 
  and with darkened windows, approaches them.
  The back doors of the SUV open and two security 
  guards emerge clad in armor and helmets including full-
  face masks and breathing apparatus. The two guards are 
  peaceful enough and attempt to warn the heroes about 
  the unknown virus afflicting Pleasant Falls. If either of the 
  guards catches sight of Nate or Aiden they immediately 
  recognize them (unless the heroes have disguised them 
  in some way) and demand the heroes surrender. 
  If the heroes manage to take their leave peacefully 
  the monitoring station deploys a helicopter surveillance 
  drone to follow them and check they leave town. The 
  drone flies at a high altitude and a successful Notice roll 
  is required to spot it. If someone wants to shoot at the 
  drone it is effectively 48” away and flies away from the 
  shooter immediately after the first shot. The drone fol-
  lows the heroes for five miles before returning to base. If 
  the drone is shot at, the corporate welcoming committee 
  actively seeks out the heroes to neutralize them. Note if 
  the drone is shot down it explodes on impact rendering 
  it useless to the heroes.
  If a fight breaks out there are a further 4 secu-
  rity guards in the SUV who join the fight on the second 
  round. If possible the guards use the SUV as Medium 
  Cover gaining +3 Armor.
   Corporate Security Guards, Armored (6): see 
  page 23.
   Drone, lightweight surveillance helicopter (1): 
  see page 24.
  Act  scene  –  
  door to door
  As soon as the team arrives in Pleasant Falls Nate looks 
  for a suitable place to set up the equipment which he 
  and Aiden need to help the townsfolk. Ideally he wants 
  somewhere central, with plenty of power and where 
  they cannot be easily noticed by any Crescent Biotech 
  patrols. Cleanliness is not an issue as Nate has already 
  considered that.
  Let the heroes suggest a few places that are suitable 
  and could be found in a small town before Nate picks 
  one of them. Some suggestions are: the back warehouse 
  of a small supermarket, the workshop of the repair shop, 
  whAt iF the heroes Are 
  cAptured?
  In the unlikely event the heroes are captured by 
  Crescent Biotech they are handcuffed (hands be-
  hind their back), their armor and weapons are re-
  moved and they are taken to a remote farmhouse 
  (not the monitoring station detailed in Scene 3). 
  Crescent Biotech security guards question them try-
  ing to ascertain what they know and who they may 
  have passed any information on to.
  If the heroes refuse to answer, or when the guards 
  are satisfied they have answered fully, one of the 
  guards simply states: “Control says to eliminate 
  them”.
  There are four armored security guards in the same 
  room as the heroes who are severely hampered by 
  the handcuffs. The handcuffs have a Toughness of 
  12 but the plastic linking them can be broken with 
  a Raise on a Strength roll. A particularly agile hero 
  could get their cuffed hand in front of their body with 
  a successful Agility roll. Heroes fighting in unbroken 
  handcuffs suffer a -2 penalty to all Agility based skills 
  (-4 if their hands are behind their back).
  
  dAring tALes oF the sprAwL #05
  1
  and a farm’s barn. Once a site is selected Nate has the 
  team check it out; if the GM wants he can have a Sigma-7 
  victim hiding in the shadows who attacks anyone who 
  enters.
   Psychotic Sigma-7 Victim (1): see page 24.
  prepAring the LAb
  Nate directs the heroes to clear out as much of the 
  room as possible while he and Aiden unpack the SUV. 
  With the room clear Nate hands out plastic coveralls com-
  plete with hoods and face masks and hands each hero a 
  large aerosol can containing a special plastic paint. Nate 
  explains the paint dries within a few minutes and covers 
  anything it is sprayed on with a durable, antiseptic layer. 
  With them all spraying it should only take a few minutes 
  to coat the whole room.
  The coveralls restrict the wearer’s vision and hearing 
  so it may well be a complete surprise when a Crescent 
  Biotech patrol arrives. Allow any hero with augmented 
  
  roAd trip
  1
  senses a Notice roll to detect the stealthy approach of 
  the patrol with a success being sufficient to give the team 
  warning; otherwise they are surprised. Additionally the 
  coveralls give a -1 penalty to any physical actions, which 
  can be negated by ripping the suit (this takes an action). 
  The patrol is immediately hostile due to the suspicious 
  activity of the heroes (and quite possibly because they 
  have already dealt with the welcoming committee). 
  Once the patrol is dealt with, the room can be com-
  pleted. Nate requests the team do a quick house-to-house 
  survey of the town to ascertain how bad the infection is 
  while he and Aiden get to work.
   Corporate Security Guards, Armored (4): see 
  page 23.
  door-to-door
  Pleasant Falls is eerily quiet and deserted with no one 
  moving on the streets and no obvious signs of life. When 
  the heroes call at any dwelling or shop draw a card and 
  check the value against the following table. Additionally 
  if the card is a Club the heroes experience a more violent 
  encounter – check the second table.
  cArd
  2: No answer; the property is empty but shows signs 
  of people leaving in a hurry.
  3, 4: No answer; there are 1d6 people present who 
  are too sick to get to the door.
  5, 6, 7: Someone appears at a window and tries to 
  wave the heroes away; there are 1d6 occupants all suffer-
  ing from Sigma-7.
  8, 9: Someone appears at a window and tries to wave the 
  heroes away; there are 1d6 occupants all currently well.
  10: Someone opens the door and is obviously in-
  flicted with Sigma-7; they beg the heroes to help them 
  and their family (1d6 people are present).
  Jack, Queen, King: Someone opens the door and is 
  not inflicted with Sigman-7; they are quite coherent and 
  explain what is happening in the town.
  Joker: As King but also the person saw Crescent Bio-
  tech personnel arrive in the town a few weeks before the 
  outbreak began; he can point the heroes at a farm they 
  purchased (see Scene 3 – The Farm).
  cLubs
  2, 3, 4, 5, 6: the door is yanked open and a howling, 
  mad-eyed group hurl themselves upon the heroes; there 
  are 1d4 Psychotic Sigma-7 Victims (see page 24).
  7, 8, 9, 10: the property appears to be empty but 
  there are 1d6 starving and half-crazy dogs (see page 24) 
  that attack the heroes as though using the Berserk edge.
  Jack, Queen, King: driven mad by the virus the oc-
  cupant of this home has set a trap; a shotgun fires as 
  the door is opened with a Shooting skill of d8 and 3d6 
  damage.
  hidden cAmerAs & A surveiL-
  LAnce drone
  Crescent Biotech has deployed a number of cameras 
  around the town to monitor the situation. Further de-
  tails are given below. Additionally the corporation has a 
  fleet of flying surveillance drones, one or more of which 
  is normally airborne over and around the town, used to 
  supplement the feeds from the cameras.
  After each property the heroes investigate call for 
  Notice rolls. The first time someone succeeds with a 
  Raise the hero spots a concealed camera. After the initial 
  camera is spotted only a success is required to spot other 
  cameras. Once a camera has been spotted a subsequent 
  Notice roll with a Raise spots a surveillance drone.
  cAmerAs
  When a camera detects movement it immediately 
  begins to broadcast what it is seeing. A successful Stealth 
  roll, opposed by the camera’s Notice of d8, allows a hero 
  to approach a camera without triggering it. Each camera 
  is independently powered (with sufficient battery life 
  to last a week) and broadcasts its video on a separate 
  frequency but all are in a close band with a range limited 
  to a few miles.
  the surveiLLAnce drones
  The surveillance drones are small helicopters and 
  when initially spotted are 24” away. The drones are be-
  ing piloted by corporate drivers and attempt to flee if 
  shot at.
  If the heroes take no obvious action against the 
  drones aside from covertly watching them, they return 
  to base an hour later for refueling. The heroes may track 
  the drones with a successful Notice or Tracking roll to an 
  isolated farmhouse.
  If a drone is shot down and the wreckage examined a 
  successful Smarts roll suggests it was being remote con-
  trolled and the driver must be within a few miles. The 
  heroes can also get the control frequency of the drone 
  and with a successful Repair or Hacking roll can jury rig a 
  scanner allowing them to triangulate the signal’s source 
  – an isolated farmhouse.
   Drone, lightweight surveillance helicopter (1): 
  see page 24, the controlling driver has Driving d10 and 
  Notice d10.
  Act  scene  – the FArm
  Situated about 2 miles outside of town is a small farm 
  complete with fields, a farmhouse and two large barns. 
  The fields are overgrown and obviously have not been 
  maintained but offer excellent cover for sneaking up on 
  the farmhouse.
  The farm is the main base of operations for the Cres-
  cent Biotech surveillance team. The team consists of 24 
  
  dAring tALes oF the sprAwL #05
  0
  security guards (only 12 of which are at the farm), 4 driv-
  ers, 4 technicians, and 8 scientific/medical personnel. 
  Half of the non-security personnel are off duty at any 
  time and they are found in the residential pod in the 
  larger barn. When the heroes investigate the farm half 
  of the security guards (12) are elsewhere on patrol or 
  already neutralized by the team.
  All non-security personnel should be treated as Civil-
  ians (see page 23) with appropriate skills at d10. For 
  example the drivers have Driving d10 and Notice d10, 
  technicians have Repair D10.
  surveiLLAnce drones
  There are a number of static surveillance drones scat-
  tered throughout the approaches to the farmhouse. If 
  the team is actively looking for surveillance measures a 
  successful Notice roll spots a camera. If the team is mov-
  ing stealthily so as to avoid detection a successful Stealth 
  roll opposed by the cameras Notice of d8 allows them 
  to slip past undetected. No matter which way the team 
  approaches the farmhouse they must successfully bypass 
  3 cameras or the occupants are alerted.
  the FArmhouse
  The farmhouse is deserted; it has obviously not been 
  used for some time.
  LArge bArn 
  The larger barn holds two demountable residential 
  pods, two SUVs, and a coach suitable for up to 50 people. 
  If the heroes manage to approach the farm without being 
  detected 12 security guards and all off-duty personnel 
  are here. 
   Corporate Security Guards, Armored (12): see 
  page 23, they are not armored so have Toughness 6 and 
  armed only with their Widow Makers – none of them 
  have Rapid Fires.
  smALL bArn
  Entrance to the barn is via a large set of wooden 
  doors, which are not secured in anyway. A second door 
  is on a platform 20 feet above the ground, to one side 
  of the barn (also not secured), which leads to an upper 
  level taking up only half the area of the barn and giving 
  an excellent vantage point to the main barn below.
  A large demountable pod has been sited here and is 
  the control center of Crescent Biotech’s operation. If the 
  heroes were spotted approaching the farm the security 
  guards from the residential pod in the larger barn are 
  arrayed behind bales of hay (Medium Cover, +1 Armor) 
  with their guns aimed at the doors (on Hold). Two of 
  the guards are posted on the upper level, again facing 
  the doors.
   Corporate Security Guards, Armored (12): see 
  page 23.
  inside the pod
  The pod is obviously used for communications and 
  monitoring with multiple feeds from hidden cameras and 
  surveillance drones. The equipment is always manned by 2 
  drivers and 2 technicians all employed by Crescent Biotech. 
  Part of the pod is a garage area and contains six 
  lightweight surveillance helicopter drones (less any shot 
  down by the heroes), two mobile defense drones, and a 
  pair of Hachiman Hayabusa (“bird of prey”) surface-to-
  air missile launchers (Range 24/48/96, Damage: 4d8+2, 
  RoF: 1, Medium Burst Template, Heavy Weapon, Snap-
  fire, Ammo: 1 each).
  The pod also houses the computer which is a Red-10 
  system. Once a hacker has gained access to the computer 
  a successful Hacking roll is required to find each of the 
  following items of information. When the second roll is 
  made tell the Hacker what he has found and then pro-
  ceed with A Surprise Communication (below).
  •	
  Sufficient details of the Crescent Biotech plans for 
  Sigma-7 and Pleasant Falls to cause the corporation 
  serious trouble if it is made public. Unscrupulous 
  teams could also use this information to blackmail the 
  corporation to gain money, new cyberware or con-
  vince them to call off the attack on Pleasant Falls (see 
  below). Details of any monetary reward are left to the 
  individual GM but the reward should be substantial.
  •	
  Research data on the effects of Sigma-7. If provided 
  to Nate and Aiden this greatly aids their efforts to 
  cure the virus.
  A surprise communicAtion
  While the team’s hacker is still hacking the system a 
  communication is received from Crescent Biotech. The 
  message is displayed across all monitors:
  Attention all Crescent Biotech personnel assigned 
  to Pleasant Falls. The Pleasant Falls experiment 
  is to be terminated immediately. All non-security 
  personnel are to leave the site. Self-destruct codes 
  have been transmitted to computer systems. Secu-
  rity personnel are authorized to use heavy weap-
  ons to destroy pods prior to leaving. Inbound 
  strike team has orders to eliminate all, repeat all, 
  signs of life. ETA is one hour. Crescent Biotech will 
  not be held responsible for any personnel injured 
  during this termination operation.
  A powerful Intrusion Countermeasures Electronics 
  program is released into the computers instantly wiping 
  all data. The team’s hacker is dumped out of the system 
  and takes 1d10+5 damage resisted with Spirit as per the 
  Hacking rules; this damage does not Ace.
  If the heroes have not neutralized the personnel in the 
  large barn they hear sounds of people moving around. 
  The non-security personnel are preparing and moving 
  the vehicles while the guards head for the smaller barn 
  and the heavy weapons stored there.
  
  roAd trip
  1
  Act  scene  – crescent 
  biotech AssAuLt
  Several Crescent Biotech strike teams are on the way to 
  remove all signs of their involvement with Pleasant Falls 
  including the farm, all of the inhabitants and the heroes! 
  It is up to the heroes to somehow stop this. The only sure 
  way to prevent the corporation from eradicating Pleasant 
  Falls is to reveal to the rest of the world (or at least the part 
  that cares) what Crescent Biotech have been up to – to 
  achieve this someone has to get beyond the interference 
  zone (see Crescent Biotech Actions below); a trip which 
  will take in excess of the hours grace the heroes have.
  One plan, and the one this scenario assumes, is for 
  Nate and/or Aiden to flee the area and contact the outside 
  world while the heroes somehow hold off the inbound 
  Crescent Biotech forces. If the heroes do not think of this 
  possibility Nate suggests it.
  If the heroes decide to leave Pleasant Falls to its fate 
  and flee the area Nate and Aiden argue against it, plead-
  ing with the heroes to intervene and prevent the loss of 
  further innocent lives. If the heroes still decide to bail 
  out the GM should improvise an encounter or two with 
  the inbound security forces and wrap up the scenario 
  with the End Credits – Pleasant Falls Loses.
  The following sections give a timeline of events and 
  detail the resources available to the heroes. The GM can 
  use this and “helpful” suggestions from Nate and Aiden 
  to run the final part of this scenario.
  timeLine oF events
  This is a timeline detailing Crescent Biotech’s actions 
  and when anyone fleeing the area may achieve anything. 
  The heroes actions may prevent some of the items listed 
  from occurring.
  +10 minutes: 
  Crescent Biotech begin to broadcast interference at 
  all satellites which have coverage of an area 200 miles 
  in diameter centered on Pleasant Falls effectively cutting 
  the town off from the outside world as it has no land 
  lines. Note that this interference only affects broadcasts 
  in or out of Pleasant Falls; broadcasts within the town 
  still function (for example controlling drones).
  +1 hour: 
  A Crescent Biotech helicopter approaches the Cres-
  cent Biotech farm from the south; it descends to approx-
  imately 40 feet (7”) above the surface and fires missiles at 
  the farm to destroy all evidence. If no resistance is met it 
  then lands and a squad of 12 security guards disembark. 
  The guards proceed through the fields towards the town 
  using flamethrowers to make a fire break before burning 
  the crops. The helicopter takes off and provides covering 
  fire if required.
  crescent biotech AttAcK heLi-
  copter (1)
  Acceleration/Top Speed: 15/40; Climb: 10, Toughness: 
  12 (2); Handling: 0; Crew: 1 + 12
  Abilities: Piloting d8, Shooting d8
  Weapons: 4 X Missile launchers (Range 24/48/96, Dam-
  age: 4d8+2, RoF: 1, Medium Burst Template, Heavy 
  Weapon, Ammo: 1 each)
   Corporate Security Guards, Armored (12): 
  see page 23 half are armed with Morrigu Dragon flame-
  throwers. 
  + hours: 
  Three separate Crescent Biotech teams arrive from 
  the north, east, and west each consisting of a Hachi-
  man Tank armored personnel carrier and two SUVs 
  carrying 20 security guards per team. The guards 
  disembark and begin to sweep the town aided by 
  their colleagues from the south. These guards move 
  house-to-house killing anyone they find and laying 
  demolition charges. The armored personnel carri-
  ers and helicopter provide support for the ground 
  troops.
  hAchimAn tAnK Armored per-
  sonneL cArrier (1 per teAm)
  Acc/Top Speed: 6/25; Toughness: 25/20/20 (15/10/10); 
  Crew: 2+12
  Weapons: 30mm Cannon Range: 50/100/200; Damage 
  3d8; RoF: 3; AP 3, Heavy Weapon
  Notes: Heavy Armor
  hAchimAn sports utiLity vehi-
  cLes ( per teAm)
  Acc/Top Speed: 20/40; Toughness: 14 (3); Crew: 1+7
  Notes: Air bags; Luxury Features; Four Wheel Drive.
   Corporate Security Guards, Armored (20 per 
  team): see page 23, additionally armed with demolition 
  charges which may have their timers set from anything 
  from 3 seconds to 12 hours and may be thrown as grenades 
  (Range: 5/10/20, Damage: 3d6, Med Burst Template).
  + hours 0 minutes: 
  Anyone trying to leave the interference zone does so 
  and they can communicate with the “outside world”. 
  Nate and Aiden contact various news channels and begin 
  to spread the story of Sigma-7 and Pleasant Falls.
  + hours: 
  News teams begin to arrive at Pleasant Falls effectively 
  stopping the conflict; proceed with End Credits – Pleas-
  ant Falls Survives.
  
  dAring tALes oF the sprAwL #05
  
  + hours: 
  The sweep of the town is complete; the guards are 
  picked up by their transports and evacuated. The charges 
  are detonated razing Pleasant Falls to the ground and 
  scouring the rubble with fire.
  heroes resources
  Questioning crescent biotech 
  personneL
  Non-security personnel know nothing that will help. 
  Security forces need persuading or intimidating but even-
  tually give a cut down version of the Crescent Biotech ac-
  tions listed above – they cannot give exact times, only what 
  the corporation has done in previous such ventures.
  cAmerAs
  The heroes have access to all of the cameras deployed 
  by Crescent Biotech that feed their video to the farm. A 
  simple Hacking roll can configure the farm’s systems to 
  re-route the feeds to anywhere else the heroes require.
  drones
  The heroes have their own drones plus up to six 
  lightweight surveillance helicopter drones (less any shot 
  down by the heroes) and the two mobile defense drones 
  found at the farm. A lightweight surveillance helicopter 
  drone can be altered to carry a weapon (essentially con-
  verting it to a general purpose helicopter drone) with a 
  successful Repair roll; each attempt takes 15 minutes.
  heAvy weApons
  The pair of Hachiman Hayabusa (“bird of prey”) sur-
  face-to-air missile launchers (Range 24/48/96, Damage: 
  4d8+2, RoF: 1, Medium Burst Template, Heavy Weapon, 
  Snapfire, Ammo: 1 each).
  vehicLes
  In addition to their own vehicles the heroes have two 
  Crescent Biotech SUVs and a coach. There are also 40 
  cars in the town, 12 large trucks, and 30 tractors and 
  other heavy farm vehicles. 
  The team has access to the resources of a farming 
  community and town so in true “A-Team” style one or 
  more of these vehicles may be fitted with armor. Armor-
  ing a vehicle provides it with an additional 4 points of 
  armor and takes a number of hours as follows: normal 
  car – 1 hour, SUV – 2 hours, truck – 4 hours, and farm 
  equipment – 3 hours. The time required is based on one 
  person doing the work. Note certain vehicles (e.g. a trac-
  tor with a digging blade) already have the equivalent of 6 
  points of armor in certain directions.
  mid-siZed cAr 
  Acc/Top Speed: 20/40; Toughness: 11 (3); Crew: 1+4
  Notes: Air bags
  sports utiLity vehicLes 
  Acc/Top Speed: 20/40; Toughness: 14 (3); Crew: 1+7
  Notes: Air bags; Luxury Features; Four Wheel Drive.
  coAch
  Acc/Top Speed: 5/30; Toughness: 12 (3), Crew: 1+32;
  trucK
  Acc/Top Speed: 20/40; Toughness: 12 (3); Crew: 1+10
  Notes: Air bags.
  FArm mAchinery 
  Acc/Top Speed: 5/20; Toughness: 10 (3); Crew: 1
  Notes: certain vehicles (e.g. a tractor with a digging 
  blade) already have the equivalent of 6 points of armor 
  in certain directions.
  end credits
  pLeAsAnt FALLs Loses
  If the heroes did not act to save Pleasant Falls from 
  the Crescent Biotech forces read or paraphrase the fol-
  lowing:
  Safely back in the Conurbation, away from Pleas-
  ant Falls and its fate at the hands of Crescent 
  Biotech, you watch their media lies unfold. News 
  broadcasts relate how the town of Pleasant Falls 
  fell victim to a deadly virus, codenamed Sigma-7, 
  released by terrorists. Only the prompt actions 
  of Crescent Biotech prevented the spread of the 
  virus to other population centers. Unfortunately 
  there were no survivors at Pleasant Falls, which 
  the corporation were forced to raze to the ground 
  to cleanse it of the virus. Crescent Biotech also 
  publishes moving obituaries for two of its most 
  dedicated researchers, Drs. Nathaniel Peaslee and 
  Aiden Flattery, who succumbed to the virus while 
  seeking to aid the inhabitants of Pleasant Falls.
  pLeAsAnt FALLs survives
  Read or paraphrase the following if the heroes saved 
  Pleasant Falls from the Crescent Biotech forces:
  An eerie silence falls over the streets of Pleasant 
                      
  
  roAd trip
  
  Falls as the remaining Crescent Biotech forces 
  pull back to regroup. The steady beat of another 
  helicopter rises and you scan your surroundings 
  looking for the new threat. As the helicopter comes 
  into view you notice the logo of the Corporate News 
  Channel emblazoned on its side as your headset 
  signals an incoming call. The voice of Nate (or Aid-
  en or any other character that left Pleasant Falls 
  to get help) crackles in your ear “Hi guys, having 
  fun? I bought a few ‘friends’ who have an interest 
  in what Crescent has been up to. I’d imagine they’ll 
  be cancelling their interference and recalling their 
  troops any time now, so just sit tight.”
  A few minutes later, as more helicopters begin to 
  descend, a Crescent Biotech commander signals 
  he and his men are surrendering. As the media 
  circus begins you take the opportunity to slip qui-
  etly away aware your life as a deniable asset does 
  not need the scrutiny of the media.
  Nate contacts the heroes a few days later and arranges 
  for them to receive their full payment, plus a sizeable bo-
  nus for their actions “above and beyond the call of duty”.
  the cAst
  civiLiAns
  Run of the mill people, 90% of the population who 
  are always around when you don’t want them.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: suitable career skills at d6
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Pacifist (Major)
  Edges: —
  Gear: suitable career equipment.
  corporAte security guArd 
  (ALso corporAte security guArd, Armored  
  ALso corporAte security guArd, driver)
  No matter what uniform they are wearing the Corpo-
  rate Security Guard is essentially the same, a paid thug 
  with the benefits of better training and equipment than 
  their rivals.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Driving d10, Fighting d8, Notice d8, Shooting d8
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 7/8 (1/2) 
  or 8/10 (2/4)
  Hindrances: Loyal
  Edges: —
  Cyberware: Eye-Gun Link (Shooting), Eye replacements 
  with infrared (Notice)
  Gear: Armored Jacket +1/+2 or Kevlar Vest +2/+4, Ar-
  mored helmet +2, Hachiman Widow Maker .50 (Range: 
  15/30/60, Damage: 2d8, Rate of Fire: 1, Shots: 7, AP 2, 
  Semi-Auto), baton (Str+d4)
  When encountered in groups of two or more one is addition-
  ally armed with a Hachiman Rapid Fire Light 9mm (Range: 
  12/24/48, Damage: 2d6, Rate of Fire: 3, AP 1, Auto)
  The Crescent Biotech strike teams are also armed with 
  Morrigu Dragon flamethrowers (Range: Cone, Damage: 
  2d10, Rate of Fire: 1, Shots 2) with sufficient reloads for 
  their task – see Appendix A for further details. If the he-
  roes get hold of these weapons they have 1d4 reloads 
  (this is an exception to the pulp ammo rules).
  Notes: 
  *	
  the Corporate Security Guard, Armored has the 
  heavier armor
  *	
  the Corporate Security Guard, Driver has the Driving 
  skill
  dr. Aiden FLAttery
  Dr. Aiden Flattery (he prefers Dr. Flattery from all 
  except his colleague) does not appear at first viewing as 
  a scholar. Dr. Flattery is short, just 5 feet and 4 inches, 
  and almost as round as he is tall. His face is chubby, with 
  small eyes peering out of deep folds; his thin black hair is 
  routinely oiled and smeared over his balding pate.
  Dr. Flattery’s obese body hides his razor sharp intellect 
  and a passion for biology and all its fields. A hostile extrac-
  tion from a rival corporation left Dr. Flattery working for 
  Crescent Biotech and nursing a grudge against his new em-
  ployer. Not one to easily make friends somehow Dr. Flat-
  tery became a close friend and confidant of Dr. Nathaniel 
  Peaslee despite the fact they have not actually met.
  Although helping his colleague in his, to Dr. Flattery’s 
  eyes, “mad scheme” Dr. Flattery is actually more inter-
  ested in the damage they can do to Crescent Biotech.
  Dr. Flattery should be treated as a Henchman.
  Attributes: Agility d4, Smarts d10, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Investigation d6, Knowledge (Biology) d10+2, 
  Knowledge (Viruses) d10+2, Notice d8, Repair d6 
  Charisma: +0; Pace: 5; Parry: 2; Toughness: 6
  Hindrances: Curious, Obese
  Edges: Scholar
  dr. nAthAnieL peAsLee  
  Dr. Nathaniel Peaslee, or Nate, does not look like 
  a man with any strong beliefs or convictions but his 
  scholarly exterior hides a, recently discovered, passion-
  ate heart. Nate stands a shade less than six feet tall, is 
  lanky and thin – almost cadaverous. His equally thin face 
  is framed by unruly grey hair and a pair of wire framed 
  spectacles.
                 
  
  dAring tALes oF the sprAwL #05
  
  Nate is an expert in biological systems specializing in 
  viruses and has worked his whole life for Crescent Bio-
  tech. Several times he was offered a team leader role but 
  rejected it, preferring the non-adversarial role of a research 
  scientist. Nate is personable, but not too confident, and a 
  pacifist; he tries to appear confident with his dealings with 
  the heroes but defers to them if they are assertive.
  Nate’s belief in the way the world worked was se-
  verely shaken by the revelation his employer is testing 
  a biological weapon on an innocent public. However 
  he has recovered and discovered a steely resolve within 
  himself that he never knew existed, and is willing to risk 
  all to help his fellow man.
  Nate should be treated as a Henchman.
  Attributes: Agility d6, Smarts d12, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Driving d4, Healing d6, Investigation d6, Knowl-
  edge (Biology) d12+2, Knowledge (Viruses) d12+2, No-
  tice d8, Persuasion d6, Repair d4, 
  Charisma: +0; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Bad Eyes, Cautious, Pacifist (Major)
  Edges: Jack-of-all-Trades, Scholar
  dogs
  Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength 
  d6+2, Vigor d6
  Skills: Fighting d6+2, Notice d10
  Pace: 8; Parry: 3; Toughness: 6
  Special Abilities:
  •	 Berserk: the dogs are already berserk all effects have 
  been factored in already.
  •	 Bite: Str+d4.
  •	 Fleet Footed: Dogs roll a d10 when running instead 
  of a d6.
  •	 Go for the Throat: Dogs instinctively go for an op-
  ponent’s soft spots. With a raise on its attack roll, it 
  hits the target’s most weakly-armored location.
  •	 Size –1: Dogs are relatively small.
  drone, mobiLe deFense 
  A small tank like vehicle with treads (3 foot long).
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d10
  Skills: Driving d6, Fighting d6, Notice d6, Shooting d8
  Pace: 8; Parry: 5; Toughness: 9 (2)
  Special Abilities:
  •	 Armor: +2
  •	 Construct: Drones add +2 to recover from Shaken, 
  no additional damage from called shots, do not suffer 
  wound modifiers, immune to disease and poison.
  •	 Fearless: Drones never suffer fear effects.
  •	 Hardy: A second Shaken result does not cause a 
  wound.
  Gear: (Range: 24/48/96, Damage 2d8, Rate of Fire: 3, 
  Shots: 30, AP 2, Auto, 3RB, Unstable Platform)
  drone, stAtic deFense
  Little more than a heavy machine gun linked to a 
  computer behind armor plating.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d12
  Skills: Driving d6, Fighting d6, Notice d6, Shooting d8
  Pace: –; Parry: 5; Toughness: 10 (2)
  Special Abilities:
  •	 Armor: +2
  •	 Construct: Drones add +2 to recover from Shaken, 
  no additional damage from called shots, do not suffer 
  wound modifiers, immune to disease and poison.
  •	 Fearless: Drones never suffer fear effects.
  •	 Hardy: A second Shaken result does not cause a 
  wound.
  Gear: Hachiman Rapid Fire Heavy .50 (Range: 
  50/100/200, Damage 2d10, Rate of Fire: 3, Shots: 200, 
  AP 4, Auto, HW)
  drone, Lightweight 
  surveiLLAnce heLicopter
  A small helicopter (3 foot long) equipped with camer-
  as and a sophisticated pattern matching program which 
  allows it to spot intruders.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength 
  d6, Vigor d6
  Skills: Fighting d6, Notice d8, Piloting d6, Shooting d6
  Pace: –; Parry: 5; Toughness: 5
  Special Abilities:
  •	 Construct: Drones add +2 to recover from Shaken, 
  no additional damage from called shots, do not suffer 
  wound modifiers, immune to disease and poison.
  •	 Fearless: Drones never suffer fear effects.
  •	 Flight: Flight 18”, Climb 3”
  •	 Hardy: A second Shaken result does not cause a 
  wound.
  •	 Gear: None
  psychotic sigmA- victims
  Unwilling test subjects of Sigma-7, these poor souls 
  have not yet succumbed to the debilitating effect of the 
  biological weapon but have been driven mad. Their 
  berserk state increases their Spirit, Strength and Vigor 
  while making them little more than animals. If the cure 
  is administered in time they may recover with sufficient 
  medical care.
  Attributes: Agility d6, Smarts d4 (A), Spirit d10, Strength 
  d8+2, Vigor d8
  Skills: Fighting d6+2, Notice d8
  Charisma: +0; Pace: 6; Parry: 3; Toughness: 8
  Edges: Berserk – note the victims are all considered al-
  ready berserk gaining all the benefits and penalties.
  Gear: bare hand and teeth (Str), possibly a club 
  (Str+d6)
  
  roAd trip
  5
  street sAmurAi 
  Originally samurai were mercenaries hired by feu-
  dal lords to protect assets. Eventually they became 
  wealthy enough to become politically powerful, al-
  though it took them a few hundred years to do so. 
  Samurai tribes lived by a strict code and were expected 
  to act accordingly.
  Street samurai are hired mercenaries who follow 
  their own code making them a step above the average 
  “thug”.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, 
  Vigor d10
  Skills: Fighting d10, Notice d8, Shooting d10
  Charisma: +0; Pace: 6; Parry: 7; Toughness: 9/11 (2/4)
  Edges: Fleet-Footed, Level Headed
  Cyberware: Eye-Gun Link (Shooting), Muscle Augmen-
  tation (Strength)
  Gear: Flak jacket +2/+4, Hachiman Widow Maker .50 
  (Range: 15/30/60, Damage: 2d8, Rate of Fire: 1, Shots: 7, 
  AP 2, Semi-Auto), Hachiman Rapid Fire Medium (Range: 
  24/48/96, Damage 2d8, Rate of Fire: 3, Shots: 30, AP 2, 
  Auto, 3RB), katana (Str+d6+2, AP 2)
  thugs
  Hired muscle with more brawns than brains.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d6, Notice d6, Shooting d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 6
  Hindrances: Loyal
  Edges: —
  Gear: Haxchiman Rapid Fire Medium (Range: 24/48/96, 
  Damage: 2d8, Rate of Fire: 3, Shots: 30, AP 2, Auto 3RB), 
  club (Str+d4)
  wrecKers
  Most of this group are ex-military lacking the disci-
  pline to become mercenaries and the courage to become 
  samurai for hire. To a man they are cold-blooded killers 
  quite happy to slay passersby and pick over their corpses 
  and vehicles.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d8, Notice d8, Repair d8, Shooting d8
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 7 (1)
  Edges: —
  Cyberware: Eye-Gun Link (Shooting), Eye replacements 
  with infrared (Notice)
  Gear: Patchwork ballistic armor +1, Morrigu Arms Ma-
  rauder .45 (Range: 12/24/48, Damage: 2d6+1, Rate of 
  Fire: 1, Shots: 7, AP 1, Semi-Auto), Hachiman Rapid Fire 
  Medium (Range: 24/48/96, Damage 2d8, Rate of Fire: 
  3, Shots: 30, AP 2, Auto, 3RB), various wrecking tools 
  Str+d6
  The snipers are also equipped with Morrigu Arms Long-
  shot (Range: 20/40/80, Damage: 2d8, Rate of Fire: 1, 
  Shots 7, AP2).
  
  dAring tALes oF the sprAwL #05
  
  Appendix
  morrigu Arms cAtALog 
  Addendum
  monoFiLAment whip
  A monofilament whip consists of a monomolecular 
  carbon filament attached to a handgrip at one end and 
  a weight at the other. When swung the whip can slice 
  through flesh and fabric with ease and if sufficient force 
  is applied to the swing a monofilament whip can cut 
  through heavier materials such as armor. The monofila-
  ment whip is a difficult weapon to master and unskilled 
  users can inflict horrific injuries on themselves.
  Game Notes: If the wielder rolls a natural 1 on his 
  Fighting die he loses control of the whip and inflicts its 
  normal damage on himself!
  tAser, hAnd-heLd
  A hand-held Taser is similar in basic design to an electric 
  cattle prod with two thin projecting metal electrodes at an 
  end of a shaft containing the batteries and mechanism. At 
  the other end of the shaft are a handle and a switch. 
  The Taser delivers a 50,000 volt electric shock, at very 
  low amperage, to the target which is painful and can 
  momentarily paralyze. A hand-held Taser’s batteries carry 
  sufficient power for 6 uses before recharging is required. 
  Tasers deliver sufficient voltage to pass through cloth-
  ing and light armor however their effectiveness is slightly 
  reduced against heavier armors.
   Game Notes: Users of a Taser roll to hit their target 
  as normal however, instead of damage the victim must 
  succeed in a Vigor roll or be Shaken. If a raise is achieved 
  on the Fighting or Shooting roll the Vigor roll is made at 
  a -2 penalty.
  If the target is wearing armor with a protection value of 
  3 or more the victim gains a +1 bonus to their Vigor roll.
  tAser gun
  Taser guns fire two needles with trailing wires leading 
  back to the gun; once the needles make contact with a 
  target the weapon delivers the same shock as a hand-held 
  Taser (see above). Once the needles are attached the firer 
  may hold down the trigger to deliver a second shock.
  Pushing the guns trigger forwards rewinds the wire 
  and needles ready for a new shot. The battery, which 
  powers both the firing of the needles and the electric 
  charge, is good for six shots before it needs recharging.
  Game Notes: See notes for Taser, Hand-Held. 
  Once the needles are attached the firer can hold down 
  the trigger delivering a new shock every round (draining 
  one charge), preventing the victim from recovering from 
  being Shaken. The victim may spend a Benny to recover 
  from being Shaken but as the current is still flowing they 
  will have to make another Vigor roll on their next action.
  A victim can remove the needles as a free action if 
  they are not Shaken.
  sLiver guns
  Sliver guns use magnetic fields to propel projectiles 
  composed of many needle-like objects (slivers or flech-
  ettes). These slivers are highly efficient at penetrating 
  light armor but tend to be flattened by heavy armor. Due 
  to the nature of the propellant sliver guns are almost 
  silent in operation making only a low hiss when fired.
  Soon after release street parlance twisted the sliver 
  into slither and, coupled with the trademark hiss when 
  being fired led to the guns being known as “snake guns”; 
  bowing to popular demand Morrigu Arms rebranded 
  their range with serpentine names.
  Game Notes: The armor piercing of slivers is applied 
  as normal to targets with 1 or 2 points of armor. Against 
  armor with a higher rating, however, the armor piercing 
  is ignored. To hear a sliver gun firing requires a Raise on 
  a Notice roll.
  drAgon 
  The Dragon is a hand flamethrower. It appears similar 
  to a small fire extinguisher with a pistol type nozzle. 
  Game Notes: The Dragon follows all the regular rules 
  for flamethrowers.
  goLiAth
   More a cannon than a pistol, the Goliath is a large 
  bore weapon that fires an equally large shell. The recoil 
  from the Goliath is fierce and anyone with Strength of 
  less than d8 suffers a -2 penalty to Shooting.
  Weapon
  Range
  Dmg
  RoF
  Wgt
  Shots
  Min. Str Cost
  Notes
  Monofilament Whip
  Melee
  D8 + Str
  -
   -
   -
  D4
  400
  AP 2
  Taser, Hand-Held
  Touch
  Special
  1
  1
   6
   -
  250
  See weapon description
  Taser Gun
  1/2/4
  Special
  1
  2
  1
   -
  350
  See weapon description
  Taser Battery
   -
   -
  -
  .5
   -
   -
  10
  Morrigu Viper
  9/18/36 
  2d6
  1
  2
  16
   -
  250
  Sliver Pistol, AP 2; 
  Semi–auto
  Morrigu Cobra
  18/36/72 
  2d8+1 
  3
  8 
  60
   -
  300
  Sliver Rifle, AP 2; Auto; 3 
  round burst
  Morrigu King Cobra
  9/18/36
  2d6+1 
  3
  4 
  60
   -
  350
  Sliver SMG, AP 2; Auto
  Morrigu Dragon
  Cone 
  2d10
  1
  4 
  2
  d6
  400
  Hand-held flamethrower
  Morrigu Goliath
  12/24/48 
  2d10
  1
  5 
  6
  d6 / d8
  400
                 
  
  10605
  $8.99
  Put on those shades, run a  
  self-diagnostic on your implanted 
  chrome and prepare to hit the  
  mean streets!
      A naïve man of learning hires the heroes for a “road trip” 
  with a couple of entertaining diversions.
      A road trip – a simple job.
      Simple? Yeah right!
      Nothing is ever simple in the Conurbation or on the open 
  road when a major corporation is involved.
      Chased by corporate pursuers and harassed from all sides, 
  can the heroes make good on their task and is the trip quite 
  what it seems?
  Welcome to a brand new tale for the highly-acclaimed  
  Daring Tales of the Sprawl adventure series! 
  Daring Tales of the Sprawl is designed to be used with the 
  award winning Savage Worlds RPG. 
  © 2012 Triple Ace Games Ltd. Daring Tales of the Sprawl and all related marks and logos are trademarks of  Triple Ace Games ltd. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2012. All Rights Reserved.
  www.tripleacegames.com
  
SOURCE: textdata/thevault/Triple Ace Games/Daring Tales of the Sprawl/Savage Worlds - Daring Tales of the Sprawl 05 - Road Trip.pdf