TEXT: 1 
   
   
   
   
   
   
   
   
  The Ice Fortress 
   
   By Paul Dutton 
   
   
   
   
   
   
   
   
   
  A Traveller scenario for the Terran Dawn campaign setting. 
   
   
   
   
   
   
  The Ice Fortress is an unofficial fan written scenario by Paul Dutton ©2011 for use with the 
  Traveller role playing game. It is written using the rules for Classic Traveller and produced 
  under Fair Use Policy without charge or cost and may be reproduced for personal use as long 
  as it remains non-commercial. No challenge to the ownership and copyrights of materials and 
  intellectual properties for the Traveller game or Terran Dawn setting is made by the author. 
   
  The Traveller game in all its forms is owned by Far Future Enterprises. Copyright 1977–2011 
  Far Future Enterprises. 
   
  Traveller created by Marc Miller. 
   
  The author would like to acknowledge the hard work done by Sturn in bringing the Terran 
  Dawn setting to the gaming community.  
   
  www.ourstead.com/trav/terrandawn 
   
   
   
   
  
  2 
   
   
   
   
   
   
   
   
   
   
  MAP HANDOUTS 
  
  3 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  4 
   
   
   
  INDEX 
   
   
   
   
   
   
   
   
  Introduction 
   
  Library Information 
  Enki Kalamma 
  Neve 
  Gib’rhim 
   
  Design Information 
  Damage Scale 
  Vehicle Design 
  Vehicle Combat 
  Vehicle Computer Software 
  Damage to Inanimate Objects  
   
  Act I  The Mission 
  Logistics 
  Mission Briefing 
  Intelligence Report 
  Naval Presence & Mission Time 
  Transport and Equipment 
  Vehicle Specifications 
   
  Act II  Enki Kalamma 
  The Nightwing 
  Orbital Drop 
   
  Act III  Surface Strike 
  The Mining Camp 
  The Mountain Path 
  The Fortress Compound 
   
  Act IV  Breaching the Base 
  Surface Level 
  Sub Level One 
  Sub Level Two 
  Evacuation 
   
   
  Page 5 
   
   
  Page 6 
  Page 6 
  Page 7 
   
   
  Page 7 
  Page 7 
  Page 7 
  Page 7 
  Page 7 
   
   
  Page 8 
  Page 8 
  Page 8 
  Page 9 
  Page 9 
  Page 12 
   
   
  Page 13 
  Page 15 
   
   
  Page 16 
  Page 17 
  Page 17 
   
   
  Page 19 
  Page 20 
  Page 21 
  Page 22 
  Continuing the Adventure 
   
  Appendices 
  Mercenaries for Hire 
  Environmental Rules 
  Vehicle Combat Rules 
  Vehicle Handouts 
  Fair Use Policy 
  Deck Plans -Nightwing 
  Deck Plans-Amadeus 
   
   
   
   
   
   
   
   
   
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  Page 22 
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  Page 24 
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  Page 27 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  5 
  Introduction 
   
   
   
   
  Synopsis  
  This is a short scenario for a group of four to six player 
  characters of military or mercenary background. The players 
  will form an insertion team to be dropped onto the 
  snowbound world of Neve in order to infiltrate a fortified 
  station and rescue a captured agent before destroying the 
  fortress base and its associated mining operation.  
   
  The adventure can be played either in an espionage style or 
  as an all-out military strike – it largely depends on the 
  number of PCs and their preferred tactics. If there are less 
  than four player characters then the Referee will need to 
  adjust the number of overall enemies downward. 
   
   
  Background  
  The Old Earth Union has been alerted to the presence of a 
  previously unknown Dingir outpost that has been established 
  on a moon in the Enki Kalamma system. An undercover 
  Union intelligence agent managed to infiltrate and ascertain 
  the purpose of the outpost. Intelligence reports reveal that the 
  outpost consists of a fortified base from which a survey and 
  mining operation is being run. Dingir has been surveying 
  worlds for new sources of rare materials essential to its 
  military based industries. On the snow covered moon of 
  Neve, a rich vein of precious amarite ore has been 
  discovered. Further communications from the agent have not 
  been forthcoming and it is feared he has been compromised. 
  Other members of the undercover cell were acting as 
  communication contacts within the system but they have now 
  been ordered to withdraw. Union strategists have decided to 
  mount an attack against the outpost but a full scale naval 
  strike against a small target within League borders is not a 
  viable prospect. The current political situation between the 
  OEU and the Dingir League is still officially short of being 
  declared a war and the Union has decided that a small and 
  discrete insertion team to destroy the mining operation, and 
  extricate the agent if still alive, would be the best solution to 
  the situation.    
   
  Referee’s Information  
  Amarite is a very rare ore and Dingir economists estimate 
  that the mining operation on Neve could supply as much as 
  fifty tons per standard month which would equate to 12% of 
  the League’s monthly supply. The unrefined ore is worth a 
  cool Cr. 170,000 per tonne. Potential buyers must be licensed 
  manufacturers of advanced military hardware. Amarite is 
  found on very few worlds; it is a crystalline iron-titanium 
  oxide but stronger than anything found elsewhere in charted 
  space. Unsurprisingly, Neve has been claimed by the Dingir 
  League as government property. Administration of Neve has 
  been awarded to one of the League government’s most 
  trusted agents – the Marquis of Shilgiili – who holds it as a 
  fief on behalf of Dingir. With this honour comes the 
  responsibility for the mining and survey operations and the 
  achieving of minimum monthly quotas. 
   
  The Marquis provides the mining and survey crews as well as 
  the personnel and equipment for the military garrison. The 
  small compliment of Shilgiili personnel is augmented by 
  auditors from Dingir. The auditors are present as overseers to 
  monitor the performance of the mining operation, the 
  achieving of quotas and to provide supplementary reports to 
  Dingir regarding the ongoing survey mission to locate fresh 
  deposits of amarite ore. Currently only one mining camp has 
  been commissioned and an average fifty tonnes a month of 
  unrefined amarite is shipped to Dingir aboard League 
  military transports. In return for his efforts, the Marquis 
  receives a percentage of profits.   
   
  The Marquis of Shilgiili 
  The Marquis has no political connection to the liberal 
  democratic rulers of Shilgiili. Like much of the old gentry 
  he is a malcontent member of the conservative opposition 
  and a staunch ally of the Dingir League’s overarching 
  militaristic government.  
   
   
  Getting Involved 
  If the player characters are active within the OEU military 
  then they will be assigned this mission by their immediate 
  superiors. Otherwise, if the players are of a mercenary 
  background, they will be recruited on a ticket which military 
  commanders hope would be enough to disassociate official 
  Union involvement should things happen to go terribly 
  wrong. If mercenaries get stuck on Neve in a mission that 
  becomes FUBAR, they can expect to be disavowed. 
   
  Political Situation 
      Tensions between the Old Earth Union and the Dingir 
  League are high. Though neither relishes open war, peace 
  between these two major polities is a fragile thing.  
      The Union government also has its inner turmoil — 
  pessimists even whisper about the possibility of civil war. 
  The Expansionists of the Loyalist Party within the OEU 
  government will take every opportunity to keep tensions 
  high between the Union and Dingir, as the ever present 
  threat of war with Dingir is the only thing that galvanises 
  all factions of the OEU government. Expansionists believe 
  that concentrating efforts on foreign policy averts 
  disaster at home.  
      This situation has lead to the official sanctioning of the 
  covert mission to Neve. The mission itself will cost greatly 
  and achieve very little. Expansionists do not care for the 
  life of a single captured agent and are not blind to the fact 
  that disruption to Dingir’s amarite production is merely a 
  temporary respite. They don’t even care if the mission 
  succeeds or fails— simply put, every opportunity to strike 
  at Dingir without actually provoking a full scale war 
  keeps the Expansionist faction in the ascendency over 
  their rivals within government.  
      Expansionists know that the Dingir League will be 
  
  6 
  incensed by an attack on Neve and even without proof is 
  certain to blame the Union. Dingir will inevitably issue 
  official protestations, which is exactly the result that 
  Expansionists wish to achieve. It’s a very dangerous 
  political game. 
  * 
   
   
  Running a Dingir Campaign 
  If the player characters have Dingir sympathies then it is 
  a simple process to reverse the protagonists. The PCs will 
  be hired on a mercenary ticket by Dingir military 
  command. Neve becomes a Union world and the fortress 
  base and mining camp become a Union operation. Neve 
  might be set in the Markhashi system, just outside OEU 
  borders. 
   
   
   
  LIBRARY INFORMATION 
   
   
  Library Data: Item #1 
   
  1327 Enki Kalamma C 200476 A 
   
   
   
  Enki Kalamma is a member world of the Dingir League – not 
  that its indigenous population has much of a choice. The 
  world serves as a League military outpost. Administration of 
  Enki was awarded to the neighbouring Shilgiili system, but 
  Shilgiili’s liberal politicians and Dingir’s militaristic 
  government continue to clash over policies. Political dispute, 
  disorganisation and contract wrangles plague the proposed 
  plans 
  for 
  extending 
  the 
  military 
  outpost 
  and 
  the 
  implementation of much needed improvements is beset by 
  delays. 
   
  Enki Kalamma is a hot, airless, low gravity world of rock and 
  dustbowl desert. The small population has dwindled over 
  many decades. Those that remain are viewed as lawless 
  scavengers who eke out a life of survival in subterranean 
  habitats. Without doubt, the indigenous populace is made up 
  of some of the hardiest souls in the Rim.  
   
  A military cantonment the size of a small town exists on Enki 
  but – despite Dingir’s plans – is poorly maintained. Most of 
  the military garrison and its assets are supplied by Shilgiili 
  and are of questionable quality.   Heat, dust, the airless 
  environment, water rations, boredom – a tour of duty on Enki 
  Kalamma is a posting that no soldier relishes. 
   
   
   
  Library Data: Item #2 
   
  Neve      
   
  Terran Dawn 4090CE   X 454 100-0    
   
  Starport  X, none; Size 4, small (5,700 km), surface grav 
  0.35; Atmosphere 5, thin (breathable); Hydrographics 
  3, wet world 31% (frozen); Population 1, low (0); 
  Government 0, no government; Law 0, no law; Tech 
  Level 0. 
   
  Neve orbits around the 100,000km diameter gas giant 
  Avolakita which lays approximately 450 million km (3AU) 
  from Enki Kalamma. 
   
  Standing on the surface of Neve and looking to the heavens, 
  the huge sphere of Avolakita dominates the sky and at any 
  one time upwards of four of Neve’s seven sister moons might 
  also be dotted across the skyscape. When Neve is in its three 
  month transit behind Avolakita it is eclipsed and so cut off 
  from sunlight, otherwise Neve enjoys long periods of 
  daylight – albeit fairly dim due to the world’s distance from 
  the system’s star. A very minimal axial tilt means that day 
  and night cycles are fairy equal during the world’s eighteen 
  standard hour rotation. Aside from the temperature drop 
  during the eclipse phase, there is no noticeable change of 
  season. The eclipse phase imposes practical limits upon 
  human habitation during its three month period of darkness. 
  For the period whereby Neve is exposed to sunlight, midday 
  temperatures in the northern hemisphere average a bitterly 
  cold –45°C. 
   
  Previous surveys have recorded a world with primitive 
  civilisation – a primate life form structured into tribes that 
  inhabit parts of the equatorial belt and the northern 
  hemisphere. No previous colonisation has been attempted by 
  humaniti; the world offers little to entice such an enterprise. 
  Claimed as a military prize, Dingir have appointed its 
  administration to a trusted agent – the Marquis of Shilgiili.  
   
   
   
  
  7 
  Library Data: Item #3 
   
  Indigenous Life (Neve): The Gib’rhim 
   
  Extract from an old library entry taken from a xenologist 
  survey report of life on Neve. 
   
  ……Of the indigenous life forms of Neve one species 
  tantalisingly touches the minimum requirements to be 
  classed as civilisation. The species is a race of mammalian 
  humanoids that scientists have named the gib’rhim. The 
  gib’rhim are compared by xenologists to an advanced form 
  of primate rather than a primitive form of humaniti. The 
  gib’rhim are organised into tribal family units. They stand 
  an average of 5½ ft tall and have a covering of short white 
  downy fur to trap warm air against the skin. Specimens 
  typically dress in animal hides and utilise basic tools and 
  weapons such as stone-head axes. Their communities tend 
  to be based on survival of the fittest and each tribe is lead 
  by an alpha male. Many tribes are simple cave dwellers but 
  some tribes construct basic dwellings from animal skins 
  stretched across frames of wood and reinforced at the base 
  by walls of rock and earth. Communication makes use of 
  hand gestures and vocal sounds that in the case of some 
  tribal units borders on basic vocabulary. Interaction 
  between rival tribes seems to be limited to bloody 
  territorial disputes, though occasions have been noted 
  where the meeting of two tribes has resulted in the 
  swapping of females; this is presumably to ensure the 
  transposing of genes. The gib’rhim do not react well to 
  being approached by humans – a healthy fear of humans 
  usually results in a demonstration of violence. It is believed 
  that the gib’rhim hibernate during the three month eclipse 
  period on Neve when the temperatures plummet. At the 
  time of this report there is no dedicated xenological team 
  chartered to the study of the gib’rhim or of the wider 
  ecology of Neve. 
   
   
  Design Information 
   
  A Note from the Author 
  I wanted to include an array of cool vehicles in this adventure 
  but restricted myself to just the few suggested – feel free to 
  create and include any other vehicles you wish. I wanted to 
  pit armoured cars, tanks and aircraft against enemy 
  fortifications and bi-pedal fighting machines – racing across 
  a landscape of mountains and snow beneath an alien sky. 
  Unfortunately, Classic Traveller is a bit light on vehicle 
  creation and operation rules – so I’ve had to improvise 
  somewhat and included some guidelines in the appendices.  
   
  As Referee, feel free to overrule guidelines and implement 
  your own rules as you wish. Or simply convert the adventure 
  to another rule set of your choice – its simple to do.  
   
   
   
  A Note on Scale 
  Scale of armour, hull and structure as well as the scale of 
  damage differs between starship scale and personal scale. 
  Starship scale is x50 that of personal scale. All of the combat 
  on Neve is with weapons, aircraft and vehicles on a personal 
  scale. Starship scale weaponry is too slow and far ranged to 
  be used planet-side. 
   
   
  A Note on Vehicles 
  All (non starship) vehicles presented in this adventure were 
  created by loosely following the design supplement for 
  Classic Traveller written by Joe Mauloni.  
   
   
  Vehicle Combat 
  The basics of a simple vehicle combat system is reproduced 
  in the appendices of this adventure. The system is a mildly 
  revised form of Joe Mauloni’s original system in his vehicle 
  design supplement. 
   
   
  Vehicle Computer Software 
  The following software is installed in some of the vehicles of 
  this adventure: 
   
  ECM: Counter measure to jam incoming missiles. For each 
  incoming missile throw 7+ to prematurely explode the 
  missile. At personal combat ranges only one attempt per 
  missile is permissible before impact occurs. 
  Gunner Interact: Adds the expertise of the gunner’s weapon 
  skill to the attack roll. 
  Target (Missiles): Acquires target by locking-on. Requires 
  an action. This allows Launch software to be used. 
  Launch: Fires missiles. Requires an action and target must 
  be acquired first (see Target software). No attack roll is 
  necessary as the missile will automatically strike the acquired 
  target unless the target manages to succeed with a counter 
  measure. 
   
   
  Damage to Inanimate Objects 
  Inanimate objects such as doors and walls might be targeted 
  and destroyed. In this adventure, the author has assigned such 
  objects an Armour Rating and a Damage Threshold. 
  Armour is reduced by the penetration value (AP) of the 
  attacking weapon. Damage rolled for the attack is reduced by 
  the object’s armour rating before the remaining damage (if 
  any) is applied to reduce the object’s damage threshold.  
   
  Armour in this case might represent deliberate reinforcement 
  of an object or simply provide a measure of natural toughness 
  to show the futility of using small arms. Damage Threshold is 
  the number of points of damage the object can sustain before 
  it is disabled or destroyed.     
   
   
   
   
  
  8 
  Act I 
   
  The Mission 
   
  This act deals with mission briefing and planning. 
   
   
  Logistics 
   
  The adventure begins with the player characters assembled in 
  a briefing room of a military base on the Union world of 
  Fenris. The journey to the Enki Kalamma system presents a 
  logistical nightmare for mission planners. Nevertheless, the 
  mission has been approved by Union High Command. 
   
  The journey from Fenris to Neve aboard the assigned vessel 
  – the Amadeus – is going to take five weeks. A total of four 
  jumps with fuelling stops arranged along the way. Fuel stops 
  are at the scout base in the Sirius system (1629), at a small 
  naval fuelling station orbiting a gas giant in the Markhashi 
  system (1529) and in the Shuruppak system (1427) where the 
  Union has a surreptitious monitoring station in operation - 
  hidden in the system’s largest asteroid field, right on the edge 
  of Dingir space. The monitoring station has a cache of fuel, 
  equipment and supplies. Shuruppak is a series of asteroid 
  belts plus three gas giants. It is red zoned by the OEU due to 
  its proximity to the Dingir border.  
   
  The final leg of the journey is a jump/1 across the Dingir 
  border into the Enki Kalamma system. To begin the return 
  journey will require the Amadeus to conserve 100 tons of 
  fuel for the return jump/1 or to skim for hydrogen from a gas 
  giant’s rings in the Enki Kalamma system. 
   
   
  * 
   
  Mission Briefing 
   
  In the briefing room the PCs are seated awaiting Naval 
  Commander John Ryman to arrive and deliver the details of 
  the mission. Also in the room are the flight crew of a vessel 
  called the Amadeus. The Amadeus is a specially converted 
  freighter that will be used to transport the player characters to 
  Neve. The crew are conspicuous by their choice of clothing. 
  Rather than smart naval uniforms, each is dressed in civvies – 
  the kind most often associated with merchant vessel crews. 
   
  Commander Ryman cuts an austere figure. After spending his 
  entire adult life as an officer in the service of the Old Earth 
  Union military he knows no other dedication. His entrance 
  into the briefing room exudes confidence and purpose. 
  Taking position behind the lectern, he fans out the file reports 
  in front of him. After a moment of silence he looks up from 
  the reports to gaze at those assembled. The unnatural glint in 
  his eyes is a telltale sign of the augmentation implants that 
  correct and improve his vision; this unnerving and steely look 
  makes his demeanour all the more menacing and attracts the 
  undivided attention of all those in the room. Commander 
  Ryman begins his address:  
   
   
  “Good morning people. I’m sure you’ve already been briefed 
  on the mission parameters. But to recap: A few weeks ago an 
  undercover intelligence cell working in enemy territory 
  intercepted a transmission on Shilgiili that referred to an 
  ongoing operation on a moon in the neighbouring Enki 
  Kalamma system, designated ‘Operation 317’.  
   
  The operation is a mining station on an ice world called 
  Neve. Neve is a small moon orbiting one of the system’s gas 
  giants. Our undercover cell rebased to Enki Kalamma and 
  one agent managed to infiltrate the operation by joining a 
  work crew being transferred to Neve. Agent Nathan Rees 
  transmitted half a dozen brief reports to the cell on Enki 
  Kalamma but then suddenly the reports stopped coming. We 
  believe Agent Rees has been compromised. 
   
  Here’s what we know: Dingir has constructed a fortified 
  station on Neve and has deployed an armed garrison. There 
  is also a mining platform in operation from which they are 
  extracting a rare ore called amarite. Dingir hopes to use the 
  amarite in bonding new ultra strength hulls for its military 
  vessels. Enemy survey teams are active on Neve looking for 
  new amarite deposits in order to expand the mining 
  operation. 
   
  Current relations with Dingir mean that we need to exercise 
  caution. We are not officially at war and cannot risk 
  launching a full scale naval offensive within Dingir borders. 
  Instead we have decided on a covert insertion to strike 
  against Neve. Halting the mining operation is the primary 
  order. It is essential that the mining platform is destroyed. It 
  is also a requirement of the mission that you ascertain the 
  fate of Agent Rees.  If he is alive he is to be extracted and 
  brought back.”   
   
  * 
   
  Intelligence Report 
   
  Intel reports have provided a basic map of the area in which 
  the mission will take place. A holographic map can be 
  displayed for the player characters.  
  
  9 
   
   
   
  1. The Drop Zone The designated area for the orbital drop. It 
  is approximately two kilometres from the fortress.  
  2. Landing Pad  An artificial surface surrounded by high 
  powered lights serves as a landing pad for supply vessels. 
  The surface is usually iced over and can be hazardous to set 
  down on, requiring a skilled pilot. The pad is ideally suited 
  for small craft of up to 300 tons. A guidance beacon is sited 
  at the pad; a pilot can lock on to its frequency to be guided in 
  to land. The beacon is invaluable for pilots landing in adverse 
  weather conditions when visibility can be reduced to zero.  
  3. Mining Camp Though surveying is underway for 
  potential new mining sites, this camp is currently the only 
  live mining operation. 
  4. Fortress The fortress comprises a base with an external 
  compound built into the side of a mountain bluff. On the 
  open side, the compound benefits from the protection of an 
  outer wall which is punctuated by four defensive towers. 
  Between the two central towers is a large gate which guards 
  the entrance to the compound.  The gate is a reinforced ultra-
  steel double door and the steel-concrete wall is six meters 
  high (18ft).  
  5. Mountain Bluff The bluff rises about sixty meters (180ft) 
  above the fortress. For ease the map shows a number of tiers 
  that build up the height of the mountain and rocky crags. 
  Each tier has an average elevation of fifteen meters (45 ft). 
   
   
  Defences 
  The fortress garrison is a detachment from the Shilgiili armed 
  forces and numbers some two dozen officers and men. Aside 
  from the military garrison there is a small number of 
  personnel employed in maintenance and various mundane 
  duties as well as work crews and survey teams. Agent Rees’ 
  reports also mention a section of armoured walkers (bi-pedal 
  fighting vehicles) appointed to the protection of the mining 
  camp and the survey teams. The fortress itself has a number 
  of defensive systems including plasma cannon and automated 
  laser weaponry integrated into the defensive towers. Intel 
  reports make no mention of dedicated anti-air capability, but 
  such defences should be expected. 
   
  The towers of the compound’s defensive wall also have ECM 
  field generators capable of projecting a vertical force shield 
  to prevent grav vehicles from flying over the walls.  
   
   
  Naval Presence and Mission Time 
   
  Naval Defence 
  There is no mention of orbital or even in-system naval 
  defence in intel reports. In the event of any naval presence at 
  the starport on Enki Kalamma – it will take fast response 
  vessels an estimated average of 90 standard hours at 5G to 
  cover the 450 million km (3AU) distance from Enki 
  Kalamma to Neve. Added to that is the transmission time of 
  any alert message sent from Neve. 
   
  Referee’s Information 
   Without an alert signal, the navy at Enki is unlikely to 
  know that the Amadeus is in-system. Even if the Amadeus 
  is detected, there is a patrol vessel – the Nightwing – on 
  picket duty near Neve that is responsible for baby sitting 
  wayward freighters. 
   
  After exiting jump space at the 10 million km jump perimeter 
  of Avolakita - Neve’s gas giant parent - it will take the 
  Amadeus 12½ standard hours (give or take an hour or two 
  depending upon jump accuracy) to put into orbit around 
  Neve. It takes another 12½ hours to return to the perimeter to 
  exit the system. Even if naval assets react from Enki the 
  player characters still have an approximate window of 66 
  standard hours to execute the mission and then get away – 
  plenty of time. However, unexpected delays, fuel skimming 
  or the need to make repairs due to mishap or space combat 
  could turn the mission into a race against time to jump away 
  before Dingir naval assets arrive on scene. 
   
   
  Transport and Equipment 
   
  TRANSPORT 
   
  The Amadeus 
  Currently, despite ongoing heated relations, there is no 
  official state of war between the Dingir League and the OEU. 
  It is therefore not prudent to despatch a naval task force on 
  this mission and so, in order to enter Dingir space and deliver 
  the insertion team (the player characters) to Neve, it is 
  essential that a civilian vessel is used. A conscientious 
  decision was taken to utilise an old-style freighter common to 
  many systems in order to pass as inconspicuously as possible.  
   
  The Amadeus is a 1,000 ton freighter specially converted to 
  hold a small compliment of carryalls - ‘orbital drop-ships’. 
  The Amadeus ostensibly is carrying a merchant cargo bound 
  for Shilgiili. Agents have created a fictitious contract order to 
  deliver the cargo to an import company that operates from 
  Shilgiili’s main starport. The company is a false front set up 
  by Union agents several years ago through which they often 
  smuggle espionage agents and equipment. Should the 
  
  10 
  Amadeus be boarded by a Dingir naval patrol the manifest 
  ought to be in good order. However, there would certainly be 
  a problem if a full search of the Amadeus was conducted 
  which may pique the interest of Dingir customs officers if 
  they realise the available cargo space comes up as inadequate 
  in comparison to the external proportions of the ship. A 
  similar problem occurs if the concealed weapon bays are 
  discovered. Extra weapon bays provide essential fire power 
  but have been concealed in retractable turrets so as the 
  freighter does not appear overly armed. 
   
  The cargo bay of the Amadeus has a false bulkhead hiding a 
  large hangar. A concealed personal access point is used to 
  enter the hangar from within the ship; otherwise the only 
  other access is the large ventral access door that opens up 
  beneath the ship to reveal the hangar and its payload. Within 
  the hangar there are three berths in the form of docking 
  clamps. Each berth may hold a carryall or an aerospace 
  aircraft. The carryalls are orbital drop-ships capable of 
  delivering a variety of hardware to the surface of any world. 
  Each carryall is a 52 ton aircraft which can carry up to 14 
  tons of hardware for a gross weight of 66 tons.  
   
  Aboard the Amadeus flight crew and player characters will 
  occupy the staterooms in double residency as necessary 
  which allows a total of up to sixteen persons on board. 
   
  Crew of the Amadeus 
   
  Captain Hal Stevens (pilot) 
  Str 6, Dex 10, End 8, Int 10, Edu 9, Soc 8; 
  Air/Raft 2; Brawling 1; Computer 1; Gun Combat (body 
  pistol) 2; Pilot 3; Vacc Suit 1; 
   
  Johan Alfreck (navigator/co-pilot) 
  Str 7, Dex 8, End 8, Int 9, Edu 8, Soc 7; 
  Air/Raft 1; Comms 2; Computer 1; Electronics 1;  Pilot 2; 
  Navigation 3;  Vacc Suit 2; Vehicle (wheeled) 2; 
   
  Keaton Reiter (engineer) 
  Str 9, Dex 8, End 8, Int 8, Edu 7, Soc 6; 
  ATV 1; Electronics 1; Engineering 3; Gravitics 1; Gun 
  Combat (shotgun) 1; Mechanical 2; Vacc Suit 2;  
   
  Freddie Gerraint (medic/steward) 
  Str 6, Dex 8, End 6, Int 10, Edu 9, Soc 7; 
  Admin 1; Computer 1; Medical 2; Navigation 1; Steward 
  2; Vehicle (wheeled) 1; 
   
  Alison Briggs, Sean Hallam, Patrick Whitely 
  (carryall pilots/gunners) 
  Str 6, Dex 8, End 7, Int 7, Edu 8, Soc 6; 
  Comms 1; Computer 0; Gunnery 2;  Gun Combat (body 
  pistol) 1; Navigation 1; Pilot 1; Vacc Suit 1; Vehicle 
  (winged craft) 3; 
   
  * 
   
   
  The Amadeus;                                          -  1,000 tons  
  Converted Claire Class Heavy Freighter;    
  1,000-ton hull - standard configuration; Drives: manoeuvre-
  K, 
  jump-K, 
  power 
  plant-K; 
  Performance: 
  jump-2, 
  acceleration 2G; Fuel: 220 tons supports power plant for four 
  weeks and one jump-2; Bridge: 20t – controls, comms, 
  avionics, scanners, sensors; Cargo: 298 tons;  Staterooms: 
  8, Low berths 4, Crew 7:  Vehicles: shuttle; Computer: 
  model/3; 
  Programmes: 
  library, 
  jump-2, 
  m/evade-1, 
  navigation, target, launch, gunner interact; Armaments: four 
  hardpoints: #1 external single turret w/fire control –beam 
  laser; #2 retractable double turret w/fire control – missile 
  rack/sand caster; #3 retractable double turret w/fire control – 
  pulse laserx2; #4 retractable double turret w/fire control – 
  pulse laserx2; Ammunition: 12 missiles and 12 sandcaster 
  barrels;  Extras: ship’s locker, secret hangar bay with 3x 
  docking clamps for vehicles total 210dtons; fuel scoops and 
  10 tons of fuel processors; TL: 9; Cost: (inc conversion)  
  475 Mcr. 
   
  Notes: Claire class freighters were a stalwart work horse of 
  many interstellar trading companies until the manufacturer 
  went out of business. Originally built as a TL8 vessel, the 
  Amadeus has had weapon systems and computer upgrades to 
  TL9. 
   
  The Amadeus has fuel scoops and 10 tons of fuel processors 
  fitted. Though unable to enter atmosphere it can scoop from the 
  rings of gas giant planets. The 10t of processors can convert 200 
  tons of fuel in twenty four standard hours. The Amadeus 
  requires a minimum of 100 tons of fuel to execute a jump-1 
  journey. 
   
  Cargo  
  The cargo is aboard just for appearance sake in the event of 
  being boarded by a League naval patrol. The ship’s manifest 
  lists a three hundred ton cargo of basic consumables due to 
  be delivered to an importer located on Shilgiili. The importer 
  has been established for many years but is actually a front for 
  a Union smuggling operation. It is one of many undercover 
  Union operations within Dingir space – just as Dingir League 
  secret agencies operate within the OEU. The crew of the 
  Amadeus has no actual intention of reaching Shilgiili to 
  deliver the cargo. 
   
  Refuelling 
  Planned fuel stops are organised between jumps for both 
  outbound and return journeys; except for refuelling in the 
  Enki Kalamma system. The Amadeus can easily conserve the 
  100 tons of fuel necessary for the jump/1 journey to hop back 
  over the border to Shuruppak. However, if something goes 
  wrong it will be necessary to refuel by skimming in the rings 
  of the gas giant planet around which Neve orbits. The 
  Amadeus is fitted with fuel scoops and processors. 
   
  THE PAYLOAD 
   
  The crew of the Amadeus are naval personnel assigned to the 
  mission and will operate the Amadeus and pilot the carryalls 
  too, but the surface mission is the responsibility of the player 
  characters. 
  
  11 
  Players may choose which vehicles they would like to load 
  onto each carryall. Alternatively, a player character with the 
  requisite flying skill may choose an aerospace ground-attack 
  aircraft to execute an air strike against planetside targets. The 
  B31 Athena aerospace aircraft detailed below is heat shielded 
  and can freefall through orbit and therefore doesn’t require a 
  carryall. The aircraft takes up one full berth within the hangar 
  of the Amadeus instead of a carryall.  
   
  Number of Player Characters 
  If there are six players (or more) use all three available 
  drop ships. For four or five players consider reducing the 
  number of drop ships to two. For less than four players 
  consider using just a single drop ship. Alternatively, NPC 
  crew can be used to help operate surface vehicles and 
  aerospace aircraft as necessary. 
   
   
  EQUIPMENT 
   
  A variety of personal equipment for the mission can be 
  requisitioned from military stores. Hardware in the form of 
  armoured vehicles and aircraft for the mission are also made 
  available by mission command. The nature of the adventure 
  will require PCs to kit themselves out with armour, medical 
  supplies and weapons including heavy firearms, explosives 
  and grenades. 
   
  Personal Equipment 
  The following short list gives suggested items available for 
  requisition. The player characters may actually choose any 
  personal equipment they wish up to a maximum of TL11 
  from the Referee’s chosen rule set or from pocket guide 
  books for the Terran Dawn setting may be taken by player 
  characters. There are no costs involved as all requisitioned 
  equipment is provided by the military. 
   
  ARC-2 Combat Armour (TL11): The ARC-2 Templar 
  combat suit is standard issue armour amongst many Union 
  units. It provides excellent protection to torso, arms, groin 
  and legs. Constructed of plates made from lightweight 
  polymers it is flexible and encumbrance is minimal. Extras 
  include internal med-kit, computer-0 and a reflective anti-
  laser coating. Treat as combat armour on Weapons Matrix 
  table in Classic Traveller book 1 but with -8 vs lasers. [For 
  more detail see Terran Dawn Old Earth Union pocket 
  guide]. 
   
  Cold Weather Gear (TL10) A hooded thermal body suit of 
  minimal weight; usually worn under armour. This suit 
  protects the wearer against extreme cold temperatures and 
  other effects of freezing weather. Worn on its own the suit is 
  the equivalent of jack armour.  
   
  Decoder (TL10): This hand held device is used to decode 
  and trigger electronic locks. More sophisticated decoders are 
  available at higher TLs. The difference between the TL of the 
  decoder and the TL of the lock is applied as a +/- DM to any 
  Mechanical or Electronics skill check when using the 
  decoder.   
  Explosive Charge (TL6): An adhesive explosives package 
  detonated by timer or remote device. The Demolitions skill 
  is required to use correctly. Damage 8d6; Penetration value 
  20; Blast radius 6 meters.  
   
  Goggles (TL7): Eye protection against the effects of freezing 
  temperatures, winds, solar glare and snow blindness. Can be 
  switched to night vision.  
   
  Grenades – each of the following is available as a hand 
  grenade or as a grenade launcher round.  
  ♦ EMP Pulse Grenade (TL9 ): Cause no physical damage 
  but can shut down electronic devices and white-out 
  sensors within the burst radius (6 meters) of the pulse for 
  1d6 rounds. 
   ♦ Flash-Bang Grenade (TL 9): All targets in 6 meter 
  radius must make an Endurance throw 8+ or be 
  disorientated for 1d6 rounds suffering -2DM to all actions. 
  ♦ Fragmentation Grenade (TL6): Damage 5d6/3d6 (3 
  meter/6 meter blast radius). 
  ♦ HEAP (High Explosive Armour Piercing)  (TL6): A 
  grenade round for use with a RAM (rocket assisted multi-
  purpose) Grenade Launcher. Penetration 16; Damage 
  8d6. See Classic Traveller Book 4 – Mercenary; Range and 
  Weapons Matrices. 
  ♦ Smoke Grenade (TL6): Damage none; 6 meter blast 
  radius of smoke. In the absence of a breeze or ventilation 
  the smoke lasts 2d6 rounds. 
   
  Orbital-Comm (TL8): A surface-to-orbit personal comm. 
  Vital for signalling the Amadeus from the surface of Neve. 
  The comm relies on a relay signal provided by the orbiting 
  ship. In the absence of the orbiting ship the comm is useless 
  — no orbital signal, no comm-link.  
   
   
  VEHICLES 
   
  There are three berthing clamps available in the hangar of the 
  Amadeus. PCs may choose which hardware they wish to take 
  from the vehicles and aircraft suggested below. An aircraft 
  takes up one hangar berth. For each surface vehicle chosen, a 
  carryall is automatically supplied which will drop the vehicle 
  and its occupants from orbit. A carryall takes up one berth in 
  the hangar. 
   
  Speeder If the ability to deploy and manoeuvre quickly is 
  most important to the player characters then a speeder might 
  be a favoured choice. The speeder is essentially a lightweight 
  four seat air/raft that zips across the battlefield. 
   
  ATV The M20 Spartan is a medium sized and versatile 
  armoured all-terrain vehicle for deployment to regions of a 
  hostile environment. Its internal combustion drive fuelled by 
  hydrocarbons requires an atmosphere rating of at least 4 to be 
  operable.  
   
  Aircraft  The B31 Athena is a retractable-wing ground-
  attack aerospace aircraft capable of freefalling through orbit. 
  However its jet engines and lack of fine manipulation in zero 
  gravity mean it cannot return to orbit unassisted. It is armed 
  
  12 
  with a fixed-mount very rapid fire gauss gun and an array of 
  light tactical missiles. Prime targets for air strikes during this 
  mission include the mining platform, fortress walls and 
  towers and enemy armour.  
   
   
  Vehicle Specifications 
   
   
  Speeder 
  MG11 Speeder;                                            - 2.75 tons 
  A  four seat lightweight anti-grav vehicle 
  Size 9 spaces; Dimensions length 3.3m, width 1.7m; 
  Configuration open; Drive Grav; Power Fusion; Fuel 
  hydrogen/ 1 
  week duration; Performance anti-grav 
  (enhanced); Speed 500kph cruise, 600kph max; Crew 1+3; 
  Cargo 250kgs (utilising unused passenger space); Armour 
  4; Weapon 20mm auto-cannon (fixed body mount, light 
  main weapon, forward facing) 400 rounds; Extras short 
  range (5km) communicator Cr.  462,000 ;  TL 9 
  Operation: Air/Raft or Vehicle (grav) skill.  
  Auto-cannon (TL6): 20mm; light main weapon (fixed, forward 
  facing), fired by the pilot using joystick controls; Penetration 18; 
  Damage 8d6; Magazine: 400 rounds; The auto-cannon fires 
  bursts of 10 rounds at a time and up to 5 bursts per turn. 
  Extreme range (fixed mount) is 1000 meters – see Traveller 
  Book 4 page 39.  
   
   
  ATV Assault vehicle 
  M20 Spartan ATV;                                     - 13.5 tons 
  Armoured All Terrain Vehicle;  
  Size 43 spaces; Configuration closed, sealed; Drive 
  wheeled (4WD); Power internal combustion (requires 
  minimum atmosphere 4 to operate); Fuel hydrocarbons/ 24 
  hours duration; Performance 4WD multi-environmental 
  Speed 100kph cruise, 150kph max, 40kph off-road; Crew 2 
  (+4 passenger spaces); Cargo 1000kgs (utilising all available 
  passenger space); Armour 14 (enhanced composites); 
  Weapons 1x dorsal turret with two weapon systems: #1 
  40mm auto-cannon (medium main weapon) and 400 rounds, 
  #2 missile rack 3xTAC missiles (TL11); Computer 
  Software target, launch, gunner interact; Extras sealed 
  environment, long range (500km) communicator, thermal 
  imaging; Cr.  117,000;  TL 11 
  Operation: ATV skill.  
  Weapons Turret requires one gunner to operate weapons.  
  Auto-cannon (TL10) medium main vehicle weapon, 40mm; 
  HEAP rounds - penetration value 35, damage 8d6; Discharging 
  sabot - penetration value 30, damage 6d6; 200 rounds of each 
  type of ammo (can auto-select between ammo types). The auto-
  cannon fires bursts of 10 rounds at a time and up to 5 bursts per 
  turn. Extreme range is 2000 meters – see Traveller Book 4 page 
  39.  
   
  TAC missile (TL11) Penetration: 33; Damage: See vehicle 
  combat rules in appendices. 
   
   
   
    
  Aerospace Aircraft  
  B31 Athena - Aircraft;              - 9.5 tons (full payload) 
  Retractable-Wing Ground-Attack Aircraft;  single seat 
  Size  28; Configuration winged, sealed cockpit; Drive 
  wings; Power jet; Fuel hydrocarbon fuel / 1 day duration; 
  Performance enhanced: Speed 4,000kph cruise, 4,500kph 
  max; Crew 1 (cramped cockpit); Cargo nil; Armour 14 
  (enhanced composites); Weapons #1 VRF gauss gun 
  (forward mounting, light main weapon), 4,000 rounds, #2 
  TAC missiles x6 (TL11); #3 Decoy flares x8; Sensors 
  (TL10) basic 10km range, thermal imaging; Extras heat 
  shielding, sealed cockpit, life support, ejector seat; long 
  range (500km) comm; Computer Software Target, Launch, 
  ECM;  Cr. 710.000 ;  TL 11 
  Operation: Vehicle (winged aircraft);  
  VRF Gauss Gun: (TL10). 4mm, very rapid fire; light main 
  weapon; fires in 100 round bursts; Penetration 20; damage 
  10d6. Magazine: 4,000 rounds. Traveller Book 4 
  TAC missile: (TL11) Penetration: 33; Damage: See vehicle 
  combat rules in appendices.  
  Combat Notes: 1. The only enemy weapons in this adventure 
  capable of targeting an Athena are the SAM (surface-to-air 
  missile) turrets. The Athena is simply too fast to be targeted by 
  anything else.  2. The Referee should determine the number of 
  combat rounds it takes for the Athena pilot to manoeuvre the 
  aircraft before allowing each attack run. 
  Orbit Capability: Despite being able to freefall from orbit, the 
  jet powered Athena aerospace aircraft is incapable of returning 
  to orbit and manoeuvring in zero gravity to dock with the 
  Amadeus. Therefore, the pilot must abandon the aircraft (land 
  or eject) when it is no longer required and be picked up from 
  the surface. Though a carryall could pick up the aircraft there is 
  a lack of lifting equipment to move and load the Athena into the 
  carryall’s cargo area. 
   
   
  Orbital Drop Ship 
  Panstellar X12 VTOL Carry-All;     - 66 tons (full load) 
  VTOL Orbital Drop Ship;  
  Size 264 spaces; Configuration aircraft, sealed fuselage,  
  exposed cargo bay; Drive anti-gravity; Power fusion; Fuel 
  hydrogen/ 4 weeks duration; Performance boosted; Speed 
  1,000kph cruise, 1,200kph max; Crew 2 (pilot and 
  navigator); Cargo 14 ton payload; Armour 34 (enhanced 
  composites); Weapon 3x body mounts: #1 missile rack 2x 
  air-to-air missiles (TL10), #2 missile rack 2x TAC anti-
  armour missiles (TL11), #3 decoy dispenser – chaff x8 and 
  flares x8; Sensors basic (TL10) +0DM 10km range; 
  Computer Software target and launch; Extras sealed 
  environment, extended range (5,000km) communicator, 
  streamlining, heat shielding (orbit capable); hydraulic lift for 
  cargo bay; night vision;  Cr. 16,149,000;  TL 10 
  Operation: Vehicle (winged aircraft);  
  Anti-Air missile (TL10) Penetration: 30; Damage: See vehicle 
  combat rules in appendices.  
  TAC missile (TL11) Penetration: 33; Damage: See vehicle 
  combat rules in appendices.  
  Note: The drop ship cradles its payload in an exposed cargo bay 
  that utilises a hydraulic ramp system. In order to pick up 
  personnel on foot the carry-all can fit a pressurised fuselage 
  container specially fitted to carry passengers. 
   
  
  13 
  Act II 
   
  The Enki Kalamma System 
   
  The Amadeus has a distributed hull design that prevents it 
  from entering atmosphere — unless of course the intention is 
  to simply fall out of the sky. Therefore as the mission begins 
  the player characters will be shuttled into orbit (or high port) 
  to board the Amadeus. 
   
  They will have an hour or two to settle in whilst final pre-
  flight checks are conducted by the flight crew. It then takes 
  several hours more to reach the jump limit and begin the first 
  of a series of jumps and fuel stops. Five weeks after first 
  departing Fenris the Amadeus will arrive in the Enki 
  Kalamma system. They arrive one hundred diameters out 
  from the gas giant around which orbits their destination – 
  Neve. 
   
   
  The Nightwing 
   
  Despite the importance placed by Dingir upon the mining 
  operation on Neve, the Enki Kalamma system as a whole is 
  quite unremarkable. The system has no vibrant trade markets 
  and has a very low level of traffic which neither attracts 
  piracy nor begs the requirement for the protection of a 
  dedicated in-system navy. However, Dingir naval assets do 
  make port at Enki Kalamma for fuel and supplies during their 
  regular sweeps of border systems.  
   
  The Marquis of Shilgiili, having been awarded Neve as a 
  fiefdom, has deployed little more than a token gesture naval 
  presence for the defence of this otherwise unremarkable 
  region of space. When the Amadeus arrives in the Enki 
  Kalamma system, the only vessel to meet it on approach to 
  Neve will be a single Shilgiili patrol ship on picket duty. The 
  crew of the picket vessel will be immediately suspicious of 
  the Amadeus which simply has no business being here.   
   
  The captain of the picket ship, a no-nonsense female officer 
  named Jeno Spicer, will open communications with the 
  Amadeus and request that intentions are stated and an 
  explanation for their presence should be forthcoming. If the 
  crew of the Amadeus do not respond or the reply fails to 
  satisfy Captain Spicer, the picket ship will open fire across 
  the Amadeus’ bow.  
   
  A deep female voice in a heavily accented Anglic crackles 
  over the speakers of the Amadeus’ comm system:  
  “Attention unregistered freighter. This is Captain Spicer of 
  the Shilgiili patrol vessel Nightwing. You are trespassing 
  in controlled space. Please explain your presence and 
  state you intention.” 
   
  If the Amadeus fails to respond in good time: 
  “I repeat, unregistered freighter, you are trespassing in 
  restricted space. State your intentions or will open fire.” 
   
  At this point, if being monitored, the Amadeus’ sensors will 
  realise that the Nightwing has just armed its weapons. 
   
  A player should be encouraged to actually be the one who 
  responds to Captain Spicer’s communicated demands. The 
  more plausible the explanations, the more Captain Spicer will 
  be convinced to board and search the Amadeus rather than 
  immediately engage and destroy it in a space battle. Plausible 
  explanations might include such ruses as: a misjump 
  resulting in the momentary disorientation of the Amadeus 
  and its crew or perhaps a blasé explanation that they’re on 
  approach to the gas giant for refuelling and simply didn’t 
  realise this region was subject to restrictions.  
   
  If the explanation provided by the Amadeus is sufficient to 
  allay the immediate suspicions of Captain Spicer, she will 
  order the Amadeus to prepare to receive a boarding party. 
  She does not see the need to state her intentions to the 
  trespassers. On boarding, marines from the Nightwing will 
  check the Amadeus’ registration records and cargo manifest 
  before conducting a search for contraband.  
   
  One of the boarding party will be a ‘truthsayer’ – a telepath 
  whose job it is to read the surface thoughts and decipher the 
  body language of the crew. He will use the abilities Probe 
  and Read Surface Thoughts.   
   
   
  Nightwing                                                    -  400 tons 
  Shilgiili Navy; Type 90 patrol vessel;  
  400-ton hull - streamlined; Drives: manoeuvre-H, jump-B, 
  power plant-H; Performance: jump-1, acceleration 4G, 
  power rating 4; Fuel: 120 tons supports power plant for four 
  weeks and one jump-1; Bridge: 20t – controls, comms, 
  avionics, scanners, sensors; Cargo: 118 tons;  Staterooms: 
  16, Emergency Low berths 2, Crew flight crew x8 plus 
  marine compliment x8, Computer: model/4; Programmes: 
  library, jump-1, m/evade-1, navigation, target, launch, ECM, 
  predict-1; Armaments: three hardpoints: #1 Portside double 
  turret w/fire control –beam laser x2; #2 Starboard double 
  turret w/fire control – beam laser x2; #3 Ventral double 
  turret w/fire control – missile rack/sandcaster; Ammunition: 
  12 missiles and 12 sandcaster barrels;  Extras: ship’s locker, 
  common room/galley, vehicle-air/raft, fuel scoops, breaching 
  tube; TL: 10; Cost:  200 Mcr. 
   
  Notes – The Type 90 has 55 tons of drives which exceeds the 
  50t limit of creation rules. Limiting the Type 90 to 50t of drives 
  would produce a patrol vessel of sub-optimal performance. The 
  type 90 is therefore considered customised at a hike in cost to 
  produce. 
   
   
  Crew of the Nightwing 
   
  Captain Jeno Spicer   (Captain, female) 
  Str 6, Dex 8, End 6, Int 11, Edu 10, Soc 8; 
  Admin 0; Computers 1; Gun Combat (body pistol) 1; Pilot 
  2; Tactics 1; Vacc Suit 2;  
   
  
  14 
  Flight Crew      UPP 777777 
  Pilot/navigator/engineers x2/medic/gunners x2 
  Generic characters with basic skills – crew skills: +0DM 
   
  Corporal Neuvine         (marine, NCO) 
  Str 8, Dex 9, End 9, Int 8, Edu 7, Soc 6; 
  Blade 1: Gun Combat (body pistol) 2, Leader 1; Recon 1; 
  Vacc Suit 2; Zero-G 1;  
  Gear – body pistol 3d6, blade 2d6, comm      
  Armour – vacc suit 
   
  Shilgiili Marines 
  Str 8, Dex 9, End 9, Int 7, Edu 7, Soc 6; 
  Brawling 1; Blade 1; Combat Engineering 1; Gun Combat 
  (laser 2), Recon 1; Vacc Suit 2; Zero-G 1;  
  Gear – laser carbine (blaster) 4d6; comm 
  Armour – cloth or vacc suit 
   
  Hazrin Kejuek (thruthsayer) 
  Str 6, Dex 5, End 7, Int 4, Edu 5, Soc 3; Psi 9; 
  Telepathy (read surface thoughts, probe)1;   
  * 
   
  Referee’s Information   - Hazrin Kejuek 
  Kejuek is utilised as a truthsayer on board the Nightwing. 
  He is something of a simpleton. Abandoned by his parents 
  as a child he was raised in an orphanage until his 
  telepathic talents were recognised and a government 
  agency on Shilgiili took him in to train him. His simple 
  minded nature meant he proved no good for espionage 
  training and he was instead seconded to the navy who 
  promptly employed him as a telepath in backwater 
  operations of no significant importance. Kejuek has few 
  skills and simply does as he is told. It doesn’t take a 
  genius to notice that he has the mental age of a child. 
   
   
  Library Data:  Shilgiili Culture 
   
  Shilgiilians speak with a heavily accented Anglic and use 
  colloquial turns of phrase that can make them difficult to 
  comprehend. Hailing from a waterworld, the average 
  Shilgiilian has a propensity to be supple and lithe with pale 
  water-rich skin. Most Shilgiilians have ash-blonde hair - a 
  characteristic of their race.  
   
  Library Data:  Shilgiili Type 90 patrol Vessel 
   
  If PCs scan the Shilgiili vessel and refer to computer library 
  data the Referee should furnish them with a copy of the 
  ship’s stats. Also of importance will be the vessel’s layout as 
  those with a keen tactical eye will be allowed to realise it has 
  a serious design flaw that can be exploited. An Intelligence 
  or suitable Tactics throw will realise the following: 
      ♦ The ship has a single portside airlock access via which it 
  must achieve a hard seal to dock with the Amadeus before a 
  boarding party can cross. Most of the type 90’s systems have 
  power relays running through this access bay. An explosion 
  in the bay will compromise the ship and force damage 
  control systems to seal off the bay to contain a possible 
  breach. If enough damage is caused during such an explosion 
  any or all of the power relays might be damaged causing 
  disruption to the ship’s systems.  
   
  If PCs cause an explosion capable of delivering at least 6d6 
  damage in the bay (no need to roll for damage), roll 1d6 and 
  consult the table below. 
   
  Result 
  Effect 
  1 
  Airlock damaged and fails to close. Port access bay 
  breached. Portside weapon systems fail. 
  2 
  M-drive damaged. Speed is halved. Portside 
  weapon systems fail. 
  3 
  J-drive damaged. Unable to initiate jump. Portside 
  weapon systems fail. 
  4 
  Weapon system damaged. All weapon systems fail. 
  5 
  Power plant damaged. All computer software fails. 
  Speed is halved. Unable to initiate jump. 
  6 
  The Nightwing is ‘dead in the water’; drifting 
  uncontrollably until the power plant is restored. 
  Complete systems failure. Airlock fails to close. 
  Port access bay is breached. 
   
   
  THE BOARDING PARTY 
  The Nightwing will come alongside and an extendable tube is 
  used to gain a seal with the Amadeus’ outer airlock. The 
  boarding party consists of five marines lead by a corporal 
  plus the thruthsayer. Captain Spicer remains aboard the 
  Nightwing along with her flight crew. 
   
     Moments after hard seal is achieved the air lock opens and 
  the boarding party of grey uniformed marines steps through. 
  A hard-faced man with corporal’s insignia addresses you in 
  an abrupt manner. He demands to see registration documents 
  and manifests for crew and passengers.  
     The compliment of marines splits up under orders from the 
  corporal to conduct a search of the Amadeus. Aside from the 
  grim corporal and marines there is one other figure – a 
  strange looking man of short stature and rounded shoulders. 
  He is slovenly in appearance, wearing an ill-fitting flight suit. 
  The strange man remains silent but stares intently at you and 
  other crew members and at times he cocks his head to one 
  side in bird-like fashion as if to accentuate his concentration. 
   
  Corporal Neuvine is accompanied by the simple-minded 
  truthsayer, a diminutive male named Hazrin Kejuek. In 
  contrast to the smart military attire of the marines, Kejuek is 
  conspicuous by his slovenly appearance. Kejuek does not 
  enter into conversation but displays distinctive body language 
  – his piercing eyes make a panoramic sweep of his 
  surroundings as if devouring visual information and he cocks 
  his head slightly to one side when listening with intent to 
  what people are saying.   
   
  Corporal Neuvine curtly greets the crew of the Amadeus and 
  demands to see papers (or electronic records) and manifests. 
  Four of his marines are immediately despatched to search the 
  
  15 
  ship whether the Amadeus crew offer to escort them or not – 
  starting with the cargo hold. 
   
  Psionic Examination and Triggers for Combat 
  During conversations between Corporal Neuvine and any 
  crew member of the Amadeus, Kejeuk is employing the 
  telepathic talents of Read Surface Thoughts and Probe to 
  ensure the Amadeus’ crew are telling the truth. As soon as he 
  detects untruths he makes a signal to Corporal Neuvine. 
  Neuvine will not let on that anything is amiss but will recall 
  his marines from their searches.  
   
  If PCs were wondering when they should make their move – 
  now would seem to be the most opportune moment to catch 
  Neuvine off guard before he can order his marines to arrest 
  all those aboard the Amadeus (effectively game over). 
   
  The expertly falsified documents should be enough to fool 
  the boarding party unless the Referee decrees otherwise. 
  However, the inadequate proportions of the cargo hold are far 
  more likely to arouse the interests of the Shilgiili marines. No 
  matter how the situation occurs a fire fight is bound to break 
  out – after all, the Amadeus cannot enter orbit and execute an 
  orbital drop to the surface of Neve within sensor range of an 
  enemy patrol ship and Captain Spicer wouldn’t allow the 
  freighter to remain in controlled space anyway. If the mission 
  is to continue, the marine boarding party needs to be subdued 
  and the Nightwing captured or destroyed. 
   
   
  COMBAT 
  Triggers for Personal Combat 
  The secret hangar is discovered 
  The retractable weapon systems are discovered 
  The Truthsayer exposes the crew 
  The PCs initiate combat 
  Triggers for Space Combat 
  The Amadeus refuses to comply with the Nightwing  
  The Amadeus engages with a surprise attack 
  The Amadeus is for any reason forced to break hard seal 
   
  Whilst the Nightwing’s boarding party is aboard the 
  Amadeus the two ships are docked by hard seal. The PCs 
  could in turn board the Nightwing in a surprise action. 
  However, if hard seal is broken action will switch to a space 
  battle. The non-player characters of the Amadeus’ flight crew 
  should be placed at the players’ disposal as necessary. 
  However, the flight crew are flyers not trained fighters; it is 
  the player characters who should be leading combat. 
   
   
  Prelude to Space Combat 
  If docked, either ship can break hard seal at any time. Doing 
  so causes the ships to drift apart until a safe distance is 
  achieved so that vessels may engage m-drives. A vessel 
  unprepared for the breaking-off of hard seal which has open 
  or damaged airlocks will be compromised by a breach. 
   
  Developments – Arrested PCs must immediately find a way 
  to resist or else the mission fails and its game over. If the 
  Nightwing is fooled it remains in orbit around Neve and 
  poses a constant threat that will thwart the mission as soon as 
  orbital drop begins. If the Nightwing is captured intact the 
  fate of its crew is down to the PCs actions.  
   
   
  Orbital Drop 
   
  On arrival in orbit around Neve, the PCs and their flight 
  crews can begin to prep for orbital drop. A sensor sweep of 
  the planet will ascertain local weather conditions — roll on 
  random weather table below. 
   
  Captain Stevens goes over the final mission details. Once the 
  carryalls deliver their payloads to the surface they will 
  immediately return to the Amadeus in orbit. As soon as the 
  surface mission is complete, the PCs need to call the carryalls 
  back in for evacuation. After evacuation the Amadeus will 
  need to skim for fuel and then its homeward bound. 
   
  LOCAL CONDITIONS  - Random Weather Table 
  1-2 
  Clear sky, light breeze, crisp cold air 
  3-4 
  Intermittent snow flurries limit visibility to 1,000 
  meters in daylight. Within 1,000m apply a -2DM 
  penalty to all actions requiring clear vision. Over 
  1,000m actions requiring  vision are not possible. 
  5 
  Clear sky, cross winds 35km per hour. 
  6 
  Snow storm and occasional gusts of up to 50km 
  per hour. Visibility cut to 200 meters in daylight. 
  Apply a -2DM to all actions requiring clear vision 
  up to 200 meters. 
   
  During orbital drop, each carryall descends at speed through 
  Neve’s upper atmosphere before reversing thrust to affect a 
  controlled landing on the world’s surface. The carryall 
  deploys its payload - which takes just a few seconds - before 
  lifting off again. Roll 1d6 on the following random events 
  table for each carryall drop ship to determine whether 
  anything adverse occurs during this operation. 
   
  Aerospace aircraft descending from orbit must also roll on 
  the following table but a result of 6 has no effect. 
   
  ORBITAL DROP  - Random Events Table 
                                               
  1-4 
  No mishap 
  5 
  During descent from orbit, rough air in the upper 
  atmosphere causes drive system damage to the 
  carryall. Speed is halved.   
  6 
  Carryall pilot (PC or NPC) must make a Vehicle 
  (aircraft) 10+ check. Failure suffers a misjudged 
  landing in an area of drifting snow. If the check 
  fails, roll 1d6 and consult below: 
  1-2.  Engine damaged. Speed is halved. 
  3-4.  Stowed equipment aboard a vehicle breaks 
  free (if applicable) and hits a PC passenger for 
  1d6 damage.  
  5-6. Weapon system damaged. Missiles no longer   
          fire. 
   
  
  16 
  Act III 
   
  Surface Strike 
   
  There are three scenes provided in this act which may occur 
  in any order. The optional mountain scene is included for 
  completeness but will probably not occur unless the player 
  characters are attempting to be particularly stealthy in their 
  approach.  
   
  ♦ The Mining Camp 
  ♦ Climbing the Mountain 
  ♦ The Fortress Compound 
   
   
  The Mining Camp 
   
   
   
  1. Ore Storage Silos. The amarite ore is neither flammable 
  nor toxic. Destroying the silos will disintegrate the ore, 
  scattering it as worthless dust.  
   
  2. Mining Platform Armour 12, Damage Threshold 400. 
  The mining platform and its drilling head are easily disabled 
  or destroyed with well placed explosive charges or a 
  concerted aerial strike. 
   
  Explosive Charges An expert in explosives will know 
  exactly where to place charges and so hugely increase the 
  damage caused to the platform. When the charges are set, 
  make a Demolitions skill check for each charge and 
  determine overall damage by multiply the damage of each 
  blast by the result of the check.  
   
  3. Tents. Pressurised heavy duty survival tents. Used for 
  shelter and storage of personal items by miners. Often, there 
  are single seat snow mobiles parked near to the tents. Snow 
  mobiles are used by the miners to travel back and forth from 
  the mining camp to their quarters at the fortress complex. 
   
  4. Site Office. Work stations and computer controls are here 
  for the operation and monitoring of the drill. Geological 
  recordings of the mine shaft are constantly monitored too. 
   
  5. Garage and equipment stores. A spare drill head is the 
  single largest item stored here. Various maintenance 
  equipment is here too. When there is room, personal vehicles 
  (grav bikes) might be garaged here.  
   
   
  Personnel 
  At night the camp is abandoned and the drilling head closed 
  down. During the day there are very few personnel who work 
  at the camp. Those that do are all miners – each is unarmed 
  and considered a non combatant.  
   
  Neve is hardly a strategic military stronghold and defences at 
  the actual mining camp are non existent, except that is for a 
  routine patrol of armoured walkers which happens to be here 
  when the player characters launch their attack: Unless of 
  course, the actions of the PCs require the Referee to redeploy 
  the walkers elsewhere. 
   
  A full compliment of workers plus the walker patrol will 
  result in the following being present at the mining camp 
  during the day: Ten mining crew workers and two manticore 
  armoured walkers. Dependent upon player character numbers 
  the Referee may decide to increase the number of walkers to 
  three or decrease to just one. 
   
  Mining Crew       (x10) 
  Str 7, Dex 7, End 7, Int 7, Edu 7, Soc 5; 
  Demolitions 1; Engineering 1; Mechanical 1: Prospecting 
  2; Science (geology) 2;  Vacc Suit 1; Vehicle (grav) 1; 
  Gear – cold weather clothes, goggles 
  Armour – none 
  -000- 
   
  Manticore -  Walker;                             6.2 tons –  
  Bi-Pedal Armoured Walker;  Shilgiili Armed Forces. 
  Size 32 spaces; Configuration walker; Dimensions 18ft tall; 
  Drive legs (bi-pedal); Power battery; Fuel hydrogen cells/ 
  12 hours duration; Performance-speed 45kph cruise, 60kph 
  max, 30kph off-road/rough; Crew 1; Cargo nil; Armour 16 
  (enhanced composites); Weapons 2x 20mm auto cannons, 
  (light main weapons), body mounted (TL8) and 800 rounds; 
  Software gunner interact; Sensors (TL10) basic 10km range; 
  Extras 
  sealed 
  environment, 
  medium 
  range 
  (50km) 
  communicator, thermal imaging; Cr. 99,500;  TL 10. 
  Operation:   Vehicle (walker)  
  Auto-cannon (TL8) Light Main Vehicle Weapon, 40mm; HEAP 
  rounds - penetration value 24, damage 8d6; Discharging sabot - 
  penetration value 24, damage 6d6; 200 rounds of each type of 
  ammo per cannon (can auto-select between ammo types). The 
  auto-cannon fires bursts of 10 rounds at a time and up to 5 
  bursts per turn. Extreme range is 2000 meters – see Traveller 
  Book 4. 
   
  Manticore Crew 
  Str 7, Dex 8, End 7, Int 8, Edu 8, Soc 7; 
  Computers 1; Electronics 1; Forward Observer 1; 
  Gunnery 1;  Navigation 1; Recon 2; Vehicle (walker) 2; 
  Gear – cold weather clothes, goggles, 
  Armour – none 
   
  -000- 
   
  
  17 
  The Mountain Path 
   
  This optional scene will only occur if the player characters 
  decide to climb the mountain in an attempt to descend upon 
  the fortress compound from above. Player characters must 
  have rope and climbing gear. The scene comprises two 
  suggested encounters. A booby trapped gulley and an ambush 
  by a tribe of native gib’rhim. 
   
  Falling Damage: Should there be a requirement to apply 
  falling damage — Neve is a 0.35G world and falling damage 
  is relatively light at 1d6 per 3 meters (two squares) fallen.  
   
  Encounter 1 - Booby Trap 
  The mountain is characterised by gullies between uneven 
  rock outcroppings. The Shilgiili fortress garrison has booby 
  trapped some of the gullies with mines. The small map 
  shown below represents one such gulley. The gulley is about 
  3 meters wide (9ft wide). High explosive mines are not used 
  for fear of causing rock slides and so spring mines are instead 
  used that are filled with metallic shards. 
   
   
   
  1.    Motion Sensors. A laser beam stretches across the 
  narrow gulley between the two sensors. If broken, it 
  automatically arms and triggers the mines.   
  2.       Spring Mines. Each mine emits a quiet electronic tone 
  as it is armed. PCs may be allowed checks to hear this – 
  though modifiers shall be applied for anything that adversely 
  affects the chances of hearing, such as the wearing of helmets 
  and hoods or a howling wind whistling through the gulley. 
  The mines are called spring mines because when each mine 
  is triggered it springs up one meter into the air. The mine 
  spins rapidly releasing a dozen metal shards in all directions. 
  Each shard is a small explosive round capable of piercing 
  armour.  
      Six mines will arm and trigger together — filling the 
  gulley with 72 shards that fly in all directions. Each PC in the 
  gulley is randomly targeted by a number of shards depending 
  upon his or her position when the mines are triggered. 
  Positions are shown on the map as A, B or C.  
   
  Shard: Penetration Value: 2; Damage 1d6. 
   
  Position 
  Number of  shards to target player 
  A 
  Targeted by 2d6 shards 
  B 
  Targeted by 1d6 shards 
  C 
  Targeted by 1d6-2 shards 
  Beyond C 
  Out of effective range 
  * 
  Evasion A successful Agility Throw 8+ reduces the number 
  of shards that target a player by half. 
  Hit Location. An Optional rule should the Referee wish to 
  determine the hit location of individual shards. This is useful 
  for determining if armour and helmet provide protection and 
  for those who like to role play injuries: For each shard that 
  hits a PC roll 1d6: 1 head; 2-3 torso; 4-5 arm; 6 leg. 
   
   
  Encounter 2 - The Gib’rhim Ambush 
  By pure coincidence a small hunting band of indigenous 
  gib’rhim are on the mountain. They are fierce and brave — 
  brave to the point of stupidity. They continue to fight until 
  half their number is lost before being driven away. The 
  player characters shouldn’t have too much problem here but 
  lots of gunfire is likely to alert the fortress garrison. 
   
  Gib’rhim                                                      Hunter (omnivore) 
  Str 8, Dex 5, End 8, Intel 2, Instinct 8, Pack 7; 
  Melee (axe) 1;  Melee (claw and teeth) 1; Recon 1; 
  Survival 2; 
  Gear - Stone axe (2d6); Number encountered 3d6; 
  Natural Armour – Fur Hide (treat as Jack armour) 
   
   
  Descending from the Mountain 
  The Referee is free to request skill checks as necessary to 
  climb down the mountain. Climbing gear is essential. 
   
   
  The Fortress Compound 
   
  To ascertain whether Agent Rees is being held within the 
  base, the player characters must find a way to breach the 
  compound and force their way inside the base. 
   
   
  Scale one square = 1.5 meters 
  
  18 
  The Compound 
   
  Unless the PCs have been stealthy the base is likely to be on 
  alert by the time the PCs reach the outer wall. As soon as the 
  presence of the player characters is known, the military 
  garrison reacts. A number of guards will don body armour, 
  grab weapons and move out from the base complex and 
  attempt to set up a defensive perimeter in the compound.  
   
  Electro-Magnetic Field  
  See entry 3 - The Defensive Towers - for details regarding 
  the electro-magnetic shield wall that prevents vehicles from 
  moving above the walls to enter the compound.  
   
   
  1. Pop-Up Turrets These turrets were not discovered by 
  Agent Rees and were not included in his intelligence reports. 
  Each of these four turrets retracts beneath the snow-covered 
  ground when not in use. This is to protect them from the 
  elements. The turrets provide anti-air defence for the base. 
  Each turret comprises a missile launcher and four anti-air 
  heat seeking missiles. Turrets are computer controlled by 
  automated systems within the base. Narrow subterranean 
  ducts connect power cables from the base to the turrets.  
   
  Turret (individual turret): Armour 14; Damage Threshold 
  70; SAM launcher armed with four missiles (TL9); Damage: 
  See vehicle combat rules in appendices. Operation: Weapon 
  system operators control the turrets from within the base. It 
  takes one combat round to acquire the target and one round to 
  launch a missile using Target and Launch software. 
   
  2. Compound Entrance Heavy reinforced ultra-steel gates. 
  Armour 14; Damage Threshold 200.  
      The gates are electronically operated and when opened, 
  they part and draw back into recesses of the adjacent walls. 
  There are two operation points that open and close the gates. 
  One is a recess set into an adjoining tower (accessed from 
  inside the compound) and the other is in the systems control 
  room within the complex (room 2, surface level). Cameras at 
  the gates feed images to monitors in the systems control 
  room. 
     The walls are 6 meters high (18ft), 1.5 meters thick and 
  constructed from steel and concrete. Armour 32; Damage 
  Threshold 300. 
   
  3. Defence Towers (four identical towers). Each has 
  defensive weaponry and a shield generator. Defence #1 
  Automatic laser weapons cover the approaches to the 
  fortress. These are anti-personnel weapons controlled by 
  systems operators within the base – treat each tower as 
  having twin laser rifles (Traveller book one – page 40) fixed 
  on a pivot mounting. The laser barrels jut outwards from a 
  forward-facing slot in the tower wall. Defence #2 Crowning 
  each tower is a generator. When spooled up, each generator 
  contributes to creating an electro-magnetic field above the 
  fortress walls. The field is a hugely effective ECM defensive 
  shield that will fry the electronics of any flyer or anti-grav 
  vehicle that attempts to cross over the walls to breach the 
  compound.  
   
  Destroying any one of the four generators will collapse the 
  shield. A generator can be destroyed by exceeding its damage 
  threshold or disabled with an EMP round or grenade. 
  Generator: Armour 5; Damage Threshold 40. 
   
  4. Base Entrance The door to enter the base complex is a 
  large iris valve blast door. Armour 16; Damage Threshold 
  140; The walls of the base are 1.5m (5ft) thick steel-concrete 
  with Armour 32; Damage Threshold 300; The security locks 
  (TL8) can be overridden by connecting an external circuit or 
  applying a decoder device and triggering them with an 
  Electronic skill check.  
   
  5. Vehicle Garage A tracked vehicle for ferrying supplies 
  and personnel from the landing pad is garaged here. There is 
  also a handful of single seat grav bikes that are used by 
  mining crews to travel back and forth from the mining camp. 
   
  6. Plasma Cannon The cannon is a high energy weapon on 
  the complex roof. It has a fixed mounting and a 90º firing arc 
  which overlooks the outer wall of the compound. [For details 
  see Traveller book four (Mercenary) page 49 and read the A 
  Gun entry on the artillery table].       
      Plasma A gun Cannon TL11 - weight 2 tons, range 
  5km, ROF 2, burst 5, penetration 20; damage 10D. Treat 
  as a PGMP-12 on the range and weapons matrices. It 
  requires to be operated manually by the gun crew.    
   
  Shilgiili Plasma Cannon Crew    (x2)  
  Str 8, Dex 7, End 8, Int 8, Edu 7, Soc 7; 
  Brawling 1; Gun Combat (auto rifle) 2;  Plasma Cannon 2; 
  Recon 2;  Vacc Suit 1; 
  Gear – automatic rifle (3d6); comm.; goggles; 
  Armour – cloth (thermal uniform); 
   
  7. Communications Dish Can be used to transmit radio 
  signals across the star system to the military base at Enki or 
  to vessels in space. It can be used by player characters to 
  contact the Amadeus in orbit. 
   
  Combat Inside the Compound 
  Once the PCs breach the compound anything up to eight 
  soldiers will be encountered within the compound itself. The 
  remainder of the garrison will still be preparing for action 
  (accessing the armoury for weapons and armour) and will be 
  encountered inside the base itself. The actual numbers, state 
  of readiness and tactics employed will depend upon the PCs’ 
  actions up until the moment that combat begins. Stealth, 
  surprise and number of players will all be factors leading up 
  to combat and the Referee should play the defence of the 
  fortress as most appropriate to circumstance. 
   
  A stand up fight with well prepared defenders is likely to end 
  in disaster for the players. Good use of equipment, heavy 
  weaponry – including possible aerial strike – cover (smoke, 
  snow, darkness) and tactics (possibly including surprise, 
  subterfuge and diversionary ruses) should be encouraged. 
   
  
  19 
  Compound Combat 
  Aside from the two soldiers on the base roof (area 6) there 
  are a total of eight soldiers – including one guard armed with 
  a heavy weapon – within the compound itself. They will take 
  up positions behind cover such as crates and vehicles and set 
  up a crossfire to defend the compound. 
   
  Shilgiili Soldiers  (x7)  
  Str 8, Dex 7, End 8, Int 8, Edu 6, Soc 6; 
  Brawl 1; Gun Combat (auto rifle) 2; Recon 2;  Vacc Suit 1; 
  Gear – automatic rifle (3d6); comm.; goggles; 
  Armour – Cloth (thermal uniform); 
   
  Shilgiili Heavy Guard  (x1)  
  Str 8, Dex 8, End 8, Int 8, Edu 7, Soc 6; 
  Brawl 1; Combat Engineering 1; Gun Combat (body 
  pistol) 2; Heavy Weapons (RAM grenade launcher) 2; 
  Recon 2;  Vacc Suit 2; 
  Gear – Grenade Launcher with 6x HEAP rounds (Pen 16, 
  damage 8d6), side arm (body pistol (3d6), holster). 
  Armour –  combat armour; helmet with dark visor; 
   
  * 
  Act IV 
   
  Breaching the Base 
   
  Once the defenders of the compound have been overcome.  
  The player characters must breach the mountain base itself if 
  they intend to discover the fate of Union undercover agent – 
  Nathan Rees.  
   
  ♦ Surface Level 
  ♦ Sub Level One 
  ♦ Sub Level Two 
  ♦ Evacuation 
   
  Surface Level 
   
  The outlined oval on the map below depicts the structure’s 
  roof. The roof is covered in solar panels that glint and reflect 
  sunlight and can be seen for quite a distance. 
   
   
   
   
  1. Entrance   Iris valve blast door. Armour 20; Damage 
  Threshold: 100.  
       Opening by Force: Only heavy weaponry or heavy duty 
  explosive charges can hope to damage this reinforced door. 
  Delivering a total of 100 points of damage will destroy the 
  iris valve door, reducing it to twisted metal. 
       Overriding Security: The door can be opened by 
  triggering the lock. An electronic aide of sorts (such as a 
  decoding device) will be needed before a character may 
  attempt to trigger the lock on a successful Mechanical or 
  Electronics (10+) check.   
   
  2. Systems Controls – Within this room are the computer 
  controls for the external defences, monitors (showing images 
  of cameras within the external compound), comms and 
  sensors. There are several work stations for the systems 
  operators. If the computers here are closed down or 
  destroyed, then all of the external systems to which they are 
  connected are deactivated. Systems include – landing pad 
  lights and guidance beacon, compound entrance gates, tower 
  defence weapons and shield generators, pop-up turrets, the 
  plasma cannon mounted on the fortress roof and all weapon 
  targeting systems. There is a fixed steel ladder in this room 
  that reaches a ceiling hatch to access the roof. On the roof is 
  a plasma cannon mounting, a comms dish and dozens of solar 
  panels.  
      Ceiling Hatch: Armour 10, Damage Threshold 80. No 
  external lock. Hatch opens from the inside only. 
   
  3. Armoury – Locked steel door (Armour 15; Damage 
  Threshold 70) with the word Armoury stamped on it. The 
  lock is a security code device. Racks and shelves hold 
  various small arms, body armour, grenades and ammunition. 
  Items include (amongst other things) the following:  
  ♦ Automatic Rifles                        x12   
  ♦ Combat Armour                         x15    
  ♦ Explosives (breaching charges and detonators)     x30 
  ♦ Grenades (fragmentation)          x12 
  ♦ HEAP RAM grenade rounds     x12 
  ♦ Laser carbines (blasters)              x6 
  ♦ Thermal clothing                       x24 
   
  4. Guard Room – Basic furniture includes table and chairs. 
  The guards on duty will often sit here and gamble with cards. 
  There is an alarm and intercom mounted against one wall. 
   
  Once the players begin their assault on the fortress, the whole 
  complex will likely be on alert. Certainly the surface level 
  guards and systems operators should be prepared. As a result 
  the four guards on duty here have had time to don combat 
  armour in preparation for action. 
    
  Shilgiili Soldiers      (x4) 
  Str 7, Dex 7, End 7, Int 6, Edu 6, Soc 6; 
  Gun Combat (automatic rifle) 1;  Recon 2; Vacc Suit 1; 
  Gear – automatic rifle (3d6);  
  Armour – combat armour 
   
  Systems Operators   (x2) 
  Str 7, Dex 7, End 8, Int 9, Edu 9, Soc 7; 
  Admin 1; Computers 2; Gun Combat (body pistol) 1; 
  Gunnery 1;  
  Gear – body pistol (3d6); holster; 
  Armour – none, basic uniform; 
  
  20 
  5. Stores – Outdoor gear is stored here such as vacc suits, 
  cold weather gear and oxygen tanks. There is a ceiling hatch 
  for access to the roof, mostly for maintenance of comms 
  dishes and solar panels. There are also shelves with boxes 
  filled to bursting with various mechanical parts and spare 
  electrical components.  
      Ceiling Hatch: Armour 10, Damage Threshold 80. No 
  external lock. Hatch opens from the inside only. 
   
  6. Stairs – The stairs lead down to sub-level one of the base. 
   
   
   
  Sub Level One 
  * 
   
   
   
  A base alert means most military personnel will engage the 
  player characters within the compound or within the complex 
  itself at the entrance level. Only a few guards will be left to 
  encounter on the sub levels. Most of them will not have had 
  opportunity to access heavy weapons or body armour.  
   
  Doors – All interior doors unless stated are sheet metal alloy. 
  Armour 4; Damage Threshold 40;  
   
  6. Stairwell – Stairs leading down from the ground floor 
  level.  
   
  7. Guard Encounter – Several hastily prepared guards are 
  rushing toward the stairs with the intent of defending the base 
  from intruders.  
   
  Shilgiili Corporal (x1) 
  Str 7, Dex 7, End 7, Int 6, Edu 6, Soc 6; 
  Gun Combat (automatic rifle) 1; Interrogation 1;  Recon 2;  
  Vacc Suit 1; 
  Gear – automatic rifle (3d6); fragmentation grenade 
  (5d6/3d6 damage, blast radius 3 meter / 6 meter). 
  Armour – combat armour 
   
  Shilgiili Soldiers      (x4) 
  Str 7, Dex 7, End 7, Int 6, Edu 6, Soc 6; 
  Gun Combat (automatic rifle) 2;  Recon 2; Vacc Suit 1;  
  Gear – automatic rifle (3d6);  
  Armour – cloth (thermal uniform); 
   
  Shilgiili Elite Guard    (x2) 
  Str 8, Dex 8, End 8, Int 8, Edu 7, Soc 6; 
  Brawling 1; Blade 1; Gun Combat (laser) 2; Recon 2; 
  Survival 1;  Vacc Suit 2; 
  Gear – laser carbine (blaster) (4d6); comm.; blade; 
  Armour – combat armour; 
   
  8. WC 
  9. Stores 
  10. Private Quarters – Quarters for military garrison, min-
  ing work crews, survey crews, base staff (cook, cleaners, 
  engineers etc) 
  11. Linen and cleaning Store 
  12. Security Door (Iris Valve) Armour 10, Damage Thresh-
  old 100, Electronic lock (TL8). Override is triggered by a 
  Mechanical or Electronic check. 
  13. Recreation - sports court/gym. 
  14. Common Room 
  15. Private Office – Base commander’s office. There is a 
  glass fronted small arms cupboard mounted on one wall. 
  16. Admin Office 
  17. Laundry 
  18. Kitchen 
  19. Dining Hall 
  20. Shower Block 
  21. WC 
  22. Stores 
  23. Stairs down to sub-level 2 - The military base 
  commander – Major Forlan – with three soldiers and an 
  unskilled combatant (an engineer) will make a stand either on 
  the stairs or in the corridor where the stairs meet sub level 2. 
   
  Major Forlan     (Garrison Commander) 
  Str 7, Dex 7, End 8, Int 8, Edu 9, Soc 8; 
  Admin 1; Gun Cmbt (body pistol) 2;  Recon 2; Vacc Suit 1;  
  Gear – body pistol (3d6);  
  Armour – cloth (thermal uniform); 
   
  Shilgiili Soldiers      (x3) 
  Str 7, Dex 7, End 7, Int 6, Edu 6, Soc 6; 
  Gun Combat (automatic rifle) 2;  Recon 2; Vacc Suit 1;  
  Gear – automatic rifle (3d6);  
  Armour – cloth (thermal uniform); 
   
  Engineer    (x1) 
  Str 6, Dex 8, End 6, Int 8, Edu 7, Soc 7; 
  Computer 1; Electronics 2; Engineering 1; Mechanical 2;   
  Gear – automatic pistol (3D6) - the engineer is not firearm 
  trained;  
  Armour – none; 
   
   
   
  
  21 
  Sub Level Two 
  * 
   
   
   
  Doors – All interior doors unless stated are sheet metal alloy. 
  Armour 6; Damage Threshold 40; Black doors are locked. – 
  Mechanical check required to unlock. 
   
  24. Stairs up to sub level 1 see also area 23 and a possible 
  confrontation with the base commander Major Forlan and 
  guards. 
  25. Power Plant - All internal and external systems of the 
  base, compound, tower defences, SAM turrets and landing 
  pad are powered from here. Well placed explosives detonated 
  in here will disable the base.  
  26. Utilities Room (water, plumbing, heating etc) 
  27.EngineeringWorkshop - Power plant and utilities are 
  controlled from here. 
  28. WC 
  29. Medical (aka Sick Bay) A variety of medical supplies 
  may be found here at the Referee’s discretion.   
   
  30. Holding Cells - Agent Nathan Rees is detained here. He 
  has been detained for six weeks since his identity was 
  discovered.  Cells are reinforced doors with barred window 
  slits. Keys to the doors can be found hanging on a wall.  
   
  Nathan Rees     (Union Agent) 
  Str 6, Dex 6, End 5, Int 8, Edu 8, Soc 7; 
  Air/Raft 1; Brawling 1; Bribery 1; Carousing 2; Computers 
  2; Gun Combat (body pistol) 2;  Mechanical 1; Recon 2;   
  Gear – none;  
  Armour – none; 
  Rees’ physical statistics are lowered to reflect his current 
  physical condition after six weeks in captivity. 
   
  Rees is in relatively good health although he is physically 
  weak and sports several welts and bruises to his face and 
  body. Rees has been interrogated several times by the base 
  commander as well as the Dingir auditors. Rees is aware that 
  his presence has been reported to Dingir and he has been told 
  that Dingir agents are expected to take him into custody and 
  transfer him to Dingir itself for further processing where he 
  will be forced to tell all that he knows and expose his purpose 
  and his contacts.  
   
  31. Corridor – Lurking in the corridor using corners and 
  recesses for cover are three combatants – they are the two 
  Dingir auditors and one Shilgiili medic. The auditors are dark 
  suited and humourless. They adhere relentlessly to their 
  duties as overseers and do not socialise with any of the 
  Shiligiili garrison or survey teams. They are not proficient 
  combatants but their fanatical demeanour makes them very 
  dangerous. Nobody trusts them or likes them.  
   
  Dingir Auditors    (x2) 
  Str 6, Dex 7, End 6, Int 8, Edu 10, Soc 8; 
  Admin 3; Comms 1; Gun Cmbt (body pistol) 2; Survey 1;    
  Gear – body pistol (3d6);  
  Armour – none; 
   
  Shilgiili Soldier/Medic      (x1) 
  Str 7, Dex 7, End 7, Int 6, Edu 6, Soc 6; 
  Gun Combat (body pistol) 1; Medical 2; Vacc Suit 1;  
  Gear – body pistol (3d6);  
  Armour – cloth (thermal uniform); 
   
  32. Stores 
  33. Ante-room – an open communal space. 
  34. Auditor’s Office – Two auditors from Dingir work here 
  to oversee the mining quotas and survey operation. Computer 
  files list reports sent back to Dingir. Included amongst the 
  reports is a missive dated six weeks ago regarding the capture 
  of a suspected enemy spy. The report asks for instructions. A 
  Computers check can be made to search for any further 
  references to the suspected spy. Success uncovers a recent 
  log entry which indicates a transmission was received from 
  Enki Kalamma just seven days ago with a reply from Dingir 
  to the auditor’s original report. Dingir agents have been 
  despatched to take custody of the prisoner – their arrival is 
  imminent. 
  35. Survey Office – This office is full of survey equipment 
  and records of the ongoing survey operation to locate more 
  amarite deposits. Three geologists of the survey crew are 
  hiding in here. They are unarmed non-combatants. 
  36. General Administration Office 
  37. Workshop – Repairs and storage for all manner of gear 
  from military to survey and mining equipment. A number of 
  unarmed non-combatants such as a doctor, cook, cleaners, 
  off-duty mining crew, engineers etc are found hiding in this 
  area and the adjacent offices.  
  38. Stores – including medical supplies 
  39. Office  
   
   
   
   
   
   
   
   
  
  22 
   
  Evacuation 
   
  Once mission objectives are completed, namely the 
  destruction of the mining facility and the rescue of Agent 
  Rees its time for the player characters to call in the carryalls 
  to evacuate from Neve and return to the Amadeus. If the base 
  has been cleared of all enemy hostiles then there will be no 
  further resistance to face. 
   
  Once aboard the Amadeus it’s time to begin the 12½ hour 
  journey to the jump perimeter and exit the Enki Kalamma 
  system – unless the Amadeus needs to skim the rings of the 
  gas giant Avolakita for fuel first. 
   
  * 
   
   
   
   
  Continuing The Adventure 
   
   
   
   
   
  This adventure is as simple yarn of a military strike against 
  enemy assets and then home for tea and scones but the 
  Referee may wish to plant seeds for further adventures. 
   
  So, what are the rewards of rescuing Agent Rees from 
  captivity on Neve? A couple of suggestions for continuing 
  the adventure:  
   
  ♦ The rescued undercover intelligence agent, Nathan Rees, 
  has information that leads the player characters into a deeper 
  plot to cause mayhem for the League. Rees supplies a contact 
  name of an important leader amongst the suppressed 
  indigenous peoples of Enki Kalamma. Can the PCs galvanise 
  those that eke out their survival in the airless deserts of Enki 
  to rise up in revolt against the League’s military cantonment 
  on their homeworld? 
   
  ♦ Immediately following his release, Agent Rees insists on 
  checking computer records at the base for any information 
  relating to the amarite mined on Neve. Downloaded data 
  details how amarite ore is refined for use in the manufacture 
  of super-bonded armour for a brand new line of League navy 
  vessels. Review of the data later leads Union commanders to 
  employ the player characters on an espionage mission to a 
  shipyard on a League world to retrieve blueprints of the 
  proposed new vessels and to sabotage the production facility.  
   
   
   
   
   
   
   
   
   
  Appendices 
   
   
  * 
   
  Mercenaries for Hire 
  * 
  In order to flesh out a small party, the personal statistics of 
  npcs (mercenaries or military) are given here for optional use 
  by the player characters as supplementary characters. 
   
  Sebastian Phillips     (Commando) 
  Str 9, Dex 8, End 9, Int 8, Edu 7, Soc 6; 
  Blade 1; Gun Combat (automatic rifle 2, body pistol 2);  
  Leader 2; Recon 2; Vacc Suit 1;  
  Gear – body pistol (3d6);  automatic rifle (3d6); blade; 
  comm.; fragmentation grenade x2, smoke grenade x2; 
  flash-bang grenade x2;  
  Armour – ARC-2 combat armour; helmet with dark visor; 
   
  Joe Dominguez (Demolitions Expert) 
  Str 7, Dex 9, End 7, Int 9, Edu 7, Soc 6; 
  Demolitions 3; Gun Combat (automatic rifle) 2;  Medical 
  1; Recon 2; Vacc Suit 1;  
  Gear – automatic rifle (3d6); satchel of explosive charges 
  x10; 
  Armour – ARC-2 combat armour; helmet with dark visor; 
   
  Frankie ‘Mac’ McFadden (Combat Engineer) 
  Str 7, Dex 8, End 8, Int 7, Edu 6, Soc 5; 
  Combat Engineering 3; Gun Combat (body pistol) 2; 
  Mechanical 2;  Heavy Weapons (grenade launcher) 2; 
  Recon 2; Vacc Suit 2; 
  Gear – Grenade Launcher with 10x HEAP rounds (Pen 16, 
  damage 8d6), EMP pulse grenade round x2; side arm 
  (body pistol (3d6), holster); comm.; orbital comm. 
  Armour –  ARC-2 combat armour; helmet with dark visor; 
   
  Alexander Kleb (Driver/Aircraft Pilot) 
  Str 6, Dex 8, End 6, Int 8, Edu 8, Soc 7; 
  Aircraft 3; ATV 1; Computer 1; Gun Combat (body pistol) 
  1; Electronics 2; Mechanical 1;  
  Gear – body pistol (3D6); goggles; 
  Armour – cloth (thermal uniform);  
   
   
   
   
   
  Environmental Rules 
  * 
   
  ATMOSPHERE 
  The air on Neve is thin but breathable unassisted. Player 
  characters from homeworlds with heavier air density may 
  find that longer periods of time are required to recovery from 
  physical exertion. There is no in-game effect unless the 
  Referee wishes to apply a penalty for such exhaustion. 
   
  
  23 
  GRAVITY 0.35G  
    ♦Falling Damage – Falling damage on Neve is relatively 
  light at 1d6 per 3 meters (two squares) fallen.  
    ♦ Weight Load – A character can carry +50% more weight 
  on Neve than on a normal (size 8) world. 
   
   
  SNOW BLINDNESS 
  Exposure to reflected sunlight from snow and ice can cause 
  burning of the corneas. If characters spend too long on the 
  surface of Neve during daylight without eye protection they 
  may suffer from the effects of snow blindness leading to a 
  penalty DM being applied to all skill checks requiring use of 
  sight. 
   
  TEMPERATURE 
  ♦Equipment – all weapons and vehicles are assumed to be 
  using special low temperature lubricants to prevent 
  malfunction due to the freezing conditions. 
   
   
   
   
  Vehicle Combat Rules 
  * 
  The rules below are proposed by the author for running 
  combat encounters with vehicles.  They are only used for 
  attacks made against vehicles— personal combat remains 
  unchanged. The core of these rules is taken from Joe 
  Mauloni’s Vehicles supplement.  
   
   
  COMBAT SEQUENCE 
   
  ATTACK ROLL 
  For vehicle weapons Throw 8+ to hit. If the vehicle has 
  Gunner Interact software then the gunner’s weapon skill 
  level may be added as a positive modifier to the attack roll.  
   
  MISSILE ATTACKS 
  Missile attacks are treated differently than other vehicle 
  weapon attacks: Missiles can be fired and hit on a Throw 8+ 
  as an unassisted attack; otherwise Target and Launch 
  software will acquire a target and launch missiles without the 
  need for an attack roll. Using Target and Launch software, 
  the missile will hit automatically unless the target is 
  successful in employing a counter measure. 
   
  Missile Counter Measures 
  Evasion – A somewhat hopeful manoeuvre against an 
  incoming missile. The target vehicle’s pilot or driver evades 
  the incoming missile with a Pilot or Vehicle skill roll 12+.  
  Decoy/Flare – The target may react to deploy a decoy as a 
  counter measure and Throw 7+ to draw away the incoming 
  missile.   
  ECM – The target must have electronic counter measure 
  software/equipment and Throw 7+ to prematurely destroy 
  the missile in flight. 
   
   
  ATTACK ROLL RESULT 
  MISS: The Referee is free to determine where the wayward 
  attack lands and its effect. 
  HIT vs Vehicle: Roll on the 1.03 Penetration Table and 
  consult the effect of the hit. (no damage roll necessary). 
  HIT vs Soft Target or Inanimate Object: Compare 
  penetration value to armour if necessary. Massive damage 
  automatically destroys soft targets and penetrated hard 
  objects in blast.   
   
   
  NOTES 
  #1 For personal arms WEAPONS MATRIX and RANGE 
  MATRIX see Traveller Book 1 pages 44 to 47. 
  #2  For heavy arms WEAPONS MATRIX and RANGE 
  MATRIX for attacks versus soft targets and personal armour 
  – see Traveller Book 4 pages 50 to 52. 
   
   
   
  COMBAT RANGES 
  RANGES 
  METRES 
  SQUARES 
  PERSONAL 
  < 1.5 metres 
  0 (same sq) 
  CLOSE 
  1.5 to 3 metres 
  1 to 2 
  SHORT 
  3 to 12 metres 
  3 to 8 
  MEDIUM 
  12 to 50 metres 
  9 to 34 
  LONG 
  51 to 250 metres 
  35 to 166 
  VERY LONG 
  251 to 500 metres 
  167 to 334 
  DISTANT 
  501+ metres 
  335+  
   
   
   
  1.01 - RANGE MATRIX FOR ATTACKS vs VEHICLES 
            Modifiers to the attack roll 
  Attack 
  Weapon 
  TL 
  Medium 
  Long 
  Very 
  Long 
  Distant 
  Attacker’s 
  Movement 
  (slow/fast) 
  5-6 * 
  +2 
  +2 
  +1 
  +0 
  –6/–8 
  7-10 * 
  +3 
  +3 
  +2 
  +1 
  –1/–2 
  11-12 * 
  +4 
  +3 
  +3 
  +2 
  +0/–1 
  Light  
  Vehicle 
  Weapon 
  +2 
  +1 
  +0 
  –3 
   
  as per 
  TL** 
  Minor 
  Vehicle 
  Weapon 
  +3 
  +0 
  –2 
   
  –4 
   
  as per 
  TL** 
  TAC 
  Missile 
   –6 
  +3 
  +3 
  +3 
  –2/–4 ^ 
  * Main weapon 
  ** Light and minor weapons use the same modifiers for movement 
  as listed in the table for their TL. 
  ^  Penalty does not apply if the missile is a locked-on smart,  
      heat-seeking or laser-guided missile. 
   
   
   
   
   
   
   
  
  24 
  1.02 - WEAPONS PENETRATION VALUE 
  Weapon 
  Penetration 
  Value (AP) 
  Range Effect 
  Personal Weapons 
  Standard slug thrower 
  0 
  no effect (*) 
  Gauss weapons and 
  Discharging Sabot 
  AP = number of 
  damage dice x2 
  AP is x0.5 at 
  distant range. 
  HE ammunition 
  AP = number of 
  damage dice 
  no effect 
  HEAP ammunition 
  AP = number of 
  damage dice x2 
  no effect 
  High energy weapon 
  AP = number of 
  damage dice x2 
  Use dice reduction 
  of range matrix  in 
  book 4  
  Lasers 
  AP = number of 
  damage dice x2 
  AP is x0.5 at very 
  long range and 
  x0.25 at distant. 
  Vehicle/Aircraft 
  Heavy main weapon 
  AP= TL x 4 
   
  Medium main weapon 
  AP= TL x 3.5 
   
  Light main weapon 
  AP= TL x 3 
   
  Light weapon 
  AP= TL x 2 
   
  Minor weapon 
  AP= TL 
   
  TAC missile 
  AP= TL x3 
  no effect 
  Explosives 
  Explosive Charge 
  10 
  AP counts in blast 
  radius only. 
  * 
  1.03 - PENETRATION TABLE 
  Roll 1D6  +(plus) penetration value  –(minus) armour value 
  Result 
  Effect 
  3 or less 
  No effect 
  4-7 
  Minor penetration 
  8-11 
  Major penetration 
  12+ 
  Target destroyed 
  * 
  1.04 - DAMAGE EFFECT TABLE  
            FOR MINOR PENETRATION 
  Roll 1D6 
   
  Effect 
  1 
  Drive disabled, speed reduced by half. 
  2 
  Drive disabled, vehicle immobilised. 
  3 
  Power system disabled. Immobilised, no energy weapons fire. 
  Hydro-carbon fuelled vehicles are destroyed. Grav vehicles or 
  aircraft are forced down. 
  4 
  Crew/passenger hit. Use normal damage by weapon type  
  5 
  One weapon disabled. 
  6 
  One electronic system damaged. 
  * 
  1.05 -  DAMAGE EFFECTS TABLE  
             FOR MAJOR PENETRATION 
  Roll 1D6 
   
  Effect 
  1 
  Drive disabled, vehicle immobilised. 
  2 
  One weapon destroyed. 
  3 
  Power system destroyed. Immobilised, no energy weapons 
  fire. Hydro-carbon fuelled vehicles are destroyed. Grav 
  vehicles or aircraft are forced down. 
  4 
  1d6 crew/passenger hits. Use normal damage by weapon type 
  per hit. 
  5 
  Vehicle destroyed 
  6 
  Vehicle destroyed 
  * 
   
  Vehicle Statistic Blocks – Player Handouts 
  * 
   
   
  The Amadeus;                                          -  1,000 tons  
  Converted Claire Class Heavy Freighter;    
  1,000-ton hull - standard configuration;  
   
  Drives: manoeuvre-K, jump-K, power plant-K; 
  Performance: jump-2, acceleration 2G;  
  Fuel: 220 tons supports power plant for four weeks and one 
  jump-2;  
  Bridge: 20t – controls, comms, avionics, scanners, sensors; 
  Cargo: 298 tons;   
  Accommodations: Staterooms 8; Low berths 4; Crew 7.   
  Vehicles: shuttle;  
  Computer: model/3;  
  Programmes: library, jump-2, m/evade-1, navigation, target, 
  launch, gunner interact;  
  Armaments: four hardpoints with fire control:  
  #1 external single turret – beam laser;  
  #2 retractable double turret – missile rack/sand caster;  
  #3 retractable double turret – pulse laserx2;  
  #4 retractable double turret – pulse laserx2;  
  Ammunition: 12 missiles and 12 sandcaster barrels;  
  Extras: ship’s locker, secret hangar bay with 3x docking 
  clamps for vehicles total 210dtons; fuel scoops and 10 tons 
  of fuel processors;  
  TL: 9;  
  Cost: (inc conversion)  475 Mcr. 
   
   
   
   
   
  Speeder 
  MG11 Speeder;                                            - 2.75 tons 
  A  four seat lightweight anti-grav vehicle 
  Size 9 spaces; Dimensions length 3.3m, width 1.7m; 
  Configuration open; Drive Grav; Power Fusion; Fuel 
  hydrogen/ 1 
  week duration; Performance anti-grav 
  (enhanced); Speed 500kph cruise, 600kph max; Crew 1+3; 
  Cargo 250kgs (utilising unused passenger space); Armour 
  4; Weapon 20mm auto-cannon (fixed body mount, light 
  main weapon, forward facing) 400 rounds; Extras short 
  range (5km) communicator Cr.  462,000 ;  TL 9 
  Operation: Air/Raft or Vehicle (grav) skill.  
  Auto-cannon (TL6): 20mm; light main weapon (fixed, forward 
  facing), fired by the pilot using joystick controls; Penetration 18; 
  Damage 8d6; Magazine: 400 rounds; The auto-cannon fires 
  bursts of 10 rounds at a time and up to 5 bursts per turn. 
  Extreme range (fixed mount) is 1000 meters – see Traveller 
  Book 4 page 39.  
   
   
   
   
   
   
   
  
  25 
  ATV Assault vehicle 
  M20 Spartan ATV;                                     - 13.5 tons 
  Armoured All Terrain Vehicle;  
  Size 43 spaces; Configuration closed, sealed; Drive 
  wheeled (4WD); Power internal combustion (requires 
  minimum atmosphere 4 to operate); Fuel hydrocarbons/ 24 
  hours duration; Performance 4WD multi-environmental 
  Speed 100kph cruise, 150kph max, 40kph off-road; Crew 2 
  (+4 passenger spaces); Cargo 1000kgs (utilising all available 
  passenger space); Armour 14 (enhanced composites); 
  Weapons 1x dorsal turret with two weapon systems: #1 
  40mm auto-cannon (medium main weapon) and 400 rounds, 
  #2 missile rack 3xTAC missiles (TL11); Computer 
  Software target, launch, gunner interact; Extras sealed 
  environment, long range (500km) communicator, thermal 
  imaging; Cr.  117,000;  TL 11 
  Operation: ATV skill.  
  Weapons Turret requires one gunner to operate weapons.  
  Auto-cannon (TL10) medium main vehicle weapon, 40mm; 
  HEAP rounds - penetration value 35, damage 8d6; Discharging 
  sabot - penetration value 30, damage 6d6; 200 rounds of each 
  type of ammo (can auto-select between ammo types). The auto-
  cannon fires bursts of 10 rounds at a time and up to 5 bursts per 
  turn. Extreme range is 2000 meters – see Traveller Book 4 page 
  39.  
  TAC missile (TL11) Penetration: 33; Damage: See vehicle 
  combat rules in appendices. 
   
  Aerospace Aircraft  
  B31 Athena - Aircraft;              - 9.5 tons (full payload) 
  Retractable-Wing Ground-Attack Aircraft;  single seat 
  Size  28; Configuration winged, sealed cockpit; Drive 
  wings; Power jet; Fuel hydrocarbon fuel / 1 day duration; 
  Performance enhanced: Speed 4,000kph cruise, 4,500kph 
  max; Crew 1 (cramped cockpit); Cargo nil; Armour 14 
  (enhanced composites); Weapons #1 VRF gauss gun 
  (forward mounting, light main weapon), 4,000 rounds, #2 
  TAC missiles x6 (TL11); #3 Decoy flares x8; Sensors 
  (TL10) basic 10km range, thermal imaging; Extras heat 
  shielding, sealed cockpit, life support, ejector seat; long 
  range (500km) comm; Computer Software Target, Launch, 
  ECM;  Cr. 710.000 ;  TL 11 
  Operation: Vehicle (winged aircraft);  
  VRF Gauss Gun: (TL10). 4mm, very rapid fire; light main 
  weapon; fires in 100 round bursts; Penetration 20; damage 
  10d6. Magazine: 4,000 rounds. Traveller Book 4 
  TAC missile: (TL11) Penetration: 33; Damage: See vehicle 
  combat rules in appendices.  
  Combat Notes: 1. The only enemy weapons in this adventure 
  capable of targeting an Athena are the SAM (surface-to-air 
  missile) turrets. The Athena is simply too fast to be targeted by 
  anything else.  2. The Referee should determine the number of 
  combat rounds it takes for the Athena pilot to manoeuvre the 
  aircraft before allowing each attack run. 
  Orbit Capability: Despite being able to freefall from orbit, the 
  jet powered Athena aerospace aircraft is incapable of returning 
  to orbit and manoeuvring in zero gravity to dock with the 
  Amadeus. Therefore, the pilot must abandon the aircraft (land 
  or eject) when it is no longer required and be picked up from 
  the surface. Though a carryall could pick up the aircraft there is 
  a lack of lifting equipment to move and load the Athena into the 
  carryall’s cargo area. 
  Orbital Drop Ship 
  Panstellar X12 VTOL Carry-All;     - 66 tons (full load) 
  VTOL Orbital Drop Ship;  
  Size 264 spaces; Configuration aircraft, sealed fuselage,  
  exposed cargo bay; Drive anti-gravity; Power fusion; Fuel 
  hydrogen/ 4 weeks duration; Performance boosted; Speed 
  1,000kph cruise, 1,200kph max; Crew 2 (pilot and 
  navigator); Cargo 14 ton payload; Armour 34 (enhanced 
  composites); Weapon 3x body mounts: #1 missile rack 2x 
  air-to-air missiles (TL10), #2 missile rack 2x TAC anti-
  armour missiles (TL11), #3 decoy dispenser – chaff x8 and 
  flares x8; Sensors basic (TL10) +0DM 10km range; 
  Computer Software target and launch; Extras sealed 
  environment, extended range (5,000km) communicator, 
  streamlining, heat shielding (orbit capable); hydraulic lift for 
  cargo bay; night vision;  Cr. 16,149,000;  TL 10 
  Operation: Vehicle (winged aircraft);  
  Anti-Air missile (TL10) Penetration: 30; Damage: See vehicle 
  combat rules in appendices.  
  TAC missile (TL11) Penetration: 33; Damage: See vehicle 
  combat rules in appendices.  
  Note: The drop ship cradles its payload in an exposed cargo bay 
  that utilises a hydraulic ramp system. In order to pick up 
  personnel on foot the carry-all can fit a pressurised fuselage 
  container specially fitted to carry passengers. 
   
   
   
   
   
   
  Fair Use Policy 
   
  The Traveller game in all its forms is owned by Far Future 
  Enterprises. 
  Copyright 
  1977–2010. 
  Far 
  Future 
  Enterprises. Traveller is a registered trademark of Far 
  Future Enterprises. Far Future permits web sites and 
  fanzines for this game, provided it contains this notice, 
  that Far Future is notified, and subject to a withdrawal of 
  permission on 90 days notice. The contents of this site are 
  for personal, non-commercial use only. Any use of Far 
  Future Enterprise’s copyrighted material or trademarks 
  anywhere on this web site and its files should not be 
  viewed as a challenge to those copyrights or trademarks. 
  In addition, any program/articles/file on this site cannot 
  be republished or distributed without the consent of the 
  author who contributed it. 
   
   
   
   
  Deck Plans 
  * 
  The following deck plans are very basic and not 
  proportionally correct in displaying areas in terms of 
  displacement tons but the plans should suffice to serve a 
  purpose. 
   
   
   
  
  26 
   
  THE NIGHTWING 
  SHILGIILI NAVY TYPE 90 VESSEL 
  400 TONS 
   
   
   
   
                                       
   
   
   
   
   
                                  UPPER DECK                                                                                  LOWER DECK 
   
           
   
  1  Avionics, Computers 
  2  Bridge 
  3  Ship’s Locker 
  4  Hold 
  5  Staterooms 
  6  Airlock/Access Bay 
  7  Low Berths 
  8  Common Room/Galley 
    9  Cargo Area 
  10  Main Hold 
  11  Air/Raft 
  12  Floor Hatch  
  13  Port Turret 
  14  Starboard Turret 
  15 Ventral Turret 
   
   
   
   
   
   
  6 Airlock This access bay is the only airlock entrance to the vessel.  A serious design flaw has resulted in 
  the power relays for the ship’s main systems being routed through this area. If disaster should strike in the 
  access bay the ship could potentially lose all power.  
  9 Upper Deck Cargo Area This bay is usually kept uncluttered for use by on board marines for exercise 
  drills and briefings. 
  10 Main Cargo Hold There is no airlock and the iris valve door and ramp is used for loading only when at 
  downports. Aside from cargo, there is an air/raft plus missiles and sandcaster barrels stored here. 
  12 Hatch This floor hatch accesses the ventral missile launcher/sandcaster turret. 
   
   
   
   
  
  27 
  THE AMADEUS 
  CLAIRE CLASS FREIGHTER (CUSTOMISED) 
  1000 TONS 
   
         
     
   
   
   
   
   
   
   
   
   
  1  Bridge 
  2  Access to dorsal turret 
  3  Stateroom 
  4  Dorsal turret 
  5  Avionics,/computer hardware 
  6  Ablutions 
  7  Common area 
  8  Ship’s locker 
  9  Low berth/medical 
  10 Access to bridge deck 
  11 Cargo bay 
  12 Cargo external access 
  13  Fuel scoops and processors 
  14  Engineering 
  15  Retractable turrets 
  16  Forward cargo hold 
  17  Hangar deck 
  18  Ship’s shuttle 
   
   
   
  
  28 
   
   
   
   
   
   
   
  
  29 
   
   
   
   
   
  The forward cargo hold, hangar deck and ship’s shuttle docking bay all have ventral access doors beneath the ship. 
   
   
   
   
   
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Third Party Materials - CT/Misc Adventures/Terran Dawn/Traveller - Terran Dawn - Ice Fortress.pdf