TEXT: -  -
  TRAVELLER
  Traveller: The New Era
  Guilded Lilly 3
  Into The Darkness
  
  Traveller: The New era
  Guilded lilly 3: 
  iNTO The darkNess
  aN adveNTure FOr Traveller
  BASED ON THE AWARD-WINNING TRAVELLER GAME SYSTEM AND UNIVERSE BY  
  MARC MILLER
  ParT 3 OF The virus redux TrilOGy
  CrediTs
  authors
  Matt ashley
  daniel hammersley
  richard Perks
  additional art & illustrations
  shane Mclean
  layout
  Michael Taylor
  Copyright ©2008 Avenger Enterprises in association with Comstar Media, LLC. All rights reserved.
  Traveller is a trademark of Far Future Enterprises and is used under license.
   2 3 4 5 6 7 8 9 0
  
  TaBle OF CONTeNTs
   
  TABLE OF CONTENTS ...............................................................3
  CHAPTER  - INTRODUCTION ..................................................4
  CHAPTER 2 - KENNEBUNK .......................................................6
  CHAPTER 3 - INTERLUDES ....................................................6
  CHAPTER 4 - RETURN TO EBEHKAR ....................................26
  CHAPTER 5 - IISELU ................................................................34
  CHAPTER 6 - PURSUIT ...........................................................38
  CHAPTER 7 - IISELU REDUX ..................................................48
  CHAPTER 8 - VENGEANCE.....................................................62
  CHAPTER 9 - AFTERMATH ......................................................70
  APPENDIX A - STARSHIPS ......................................................7
  APPENDIX B - ROBOTS...........................................................96
  APPENDIX C - ELECTRONIC COMBAT ................................04
  APPENDIX D - REFORMATION COALITION PERSONNEL ..05
  APPENDIX E - MAPS..............................................................0
  
  - 4 -
  ChaPTer 1 - iNTrOduCTiON
  Players iNTrOduCTiON
  In Part  of the trilogy “The Guilded Lilly”, the Reformation 
  Coalition Exploration Service sent a preliminary recon-
  naissance mission to Berens in Madoc Subsector. Berens 
  possessed a C class starport, and the RCES Team were to 
  “met and greet” the locals and establish a presence, that 
  the RC would later expand into a full embassy.
  Guild Captain Auturo was on planet, advertising a brand 
  new type A2 Far Trader, the “Guilded Lilly”, for sale. Appar-
  ently the Guild was offering new starships for sale to exist-
  ing Free Traders in return for their old ship and easy credit 
  terms. However, the war of words between the RCES Team 
  and their friends and Captain Auturo escalated, and the 
  Captain and his men assaulted one of the team’s friends in 
  an alleyway. 
  Auturo and his crew had armed themselves from weapons 
  in their ship and were trying to gain control of the township 
  and hence the planet. The RCES Team thwarted Captain 
  Auturo’s plan, However as the team members were cel-
  ebrating, Jo Donskoi approached the PCs with disturbing 
  news.  “The Guilded Lilly” was really a Vampire Ship. After 
  a running battle with Lilly’s internal defenses, they captured 
  the ship. Interrogation of the captured vampire revealed 
  one thing “Ebekhar”  
  In Part 2 – “Belly of the Beast”, the RCES Team journeyed 
  deep into unknown territory. Upon arrival at Ebekhar, they 
  discovered a TL7/8 friendly space-going society who ad-
  mitted building and selling the Lilly to Captain Auturo, but 
  denied their ship was a vampire. The Ebekharians proudly 
  showed the RCES Team their ship building facilities. 
  Covert operations and research by the RCES Team discov-
  ered the yards were a fake, and contact with local rebels 
  revealed the true story of Ebekhar – as a vampire front. 
  The rebels directed the RCES Team to a viral controlled fa-
  cility on the moon Hope. After a vicious battle with local and 
  vampire space forces, the RCES Team landed on Hope to 
  discover a vast underground low berth facility, populated 
  by a malevolent viral entity “Lillian” and large numbers of 
  primitive tribesmen.
  The RCES Team rallied the tribesmen and assaulted Lil-
  lian’s sanctum. Lillian was destroyed by a self-destruct 
  charge planted by someone else. Evidence from the rebels 
  and from Lillian’s records pointed to a controlling vampire 
  entity out-system, but gave no further leads. However, 
  during the RCES Team’s explorations of Hope’s Warrens, 
  they did discover evidence of the passage of a RCES ship 
  “Mississinewa”. The RCES Team’s only lead is to try and 
  recover the missing vessel.
  aBOuT This PrOduCT
  Into The Darkness is the Third Part of the Virus Redux Epic 
  Adventure originally produced by GDW with Part  – The 
  Guilded Lilly, and continued by the Avenger Enterprises 
  adventure “Belly of the Beast”. This adventure is designed 
  for Traveller, The New Era rules. A summary of the “Guil-
  ded Lilly / Belly of the Beast” adventures is presented in the 
  “Players Introduction” to allow use of this adventure, even if 
  Parts  & 2 has not been played. 
  This product is compatible with the New Era Timeline and 
  the future history of the Traveller Universe as detailed in 
  the New Era Traveller Sourcebook “Bearers of the Flame” 
  produced by Avenger Enterprises.
  reFerees suMMary
  In Part  of the Virus Redux Epic, the RCES Team were 
  dispatched by the RECS to open relations with the impor-
  tant independent world of Berens at the edge of the Madoc 
  Subsector in the Diaspora Sector. Berens holds a vital 
  resource in the RCES’s expansion plans, a working Class 
  C starport.
  Whilst on Berens, the team encountered a Guild captain, 
  offering Free Trader captains the chance to buy new Type 
  A2 Jayhawk Far Traders. However, the new ship was a 
  disguised vampire. After a violent confrontation, the RCES 
  Team with the aid of several townspeople repulsed a coup 
  attempt by the Guild and disabled the vampire starship. 
  Interrogation revealed only a single word “Ebekhar”.
  In Part 2, the RCES Team arrived at Ebekhar, to find a 
  friendly society that denied knowledge of the vampire. Fur-
  ther investigations revealed them to be a vampire front. The 
  team located the controlling vampire on the moon Hope 
  and eventually rallied the primitive tribesmen to over-throw 
  the vampire Lillian. 
  But the trail had gone cold, the only remaining clue being 
  the location of a missing RCES ship “Mississinewa” who 
  had also encountered the vampires at Hope. The “Missis-
  sinewa” is the last remaining chance to track down a very 
  well organized and equipped vampire nest.
  In Part 3 – Into the Darkness, the RCES Team returns to 
  Kennebunk and locate the missing Mississinewa down 
  in a mountainous area. The ship and its crew have been 
  helping fleeing refugees from the “G’naak” crusades of the 
  ruling K’Kree. The Mississinewa is crippled by damage to 
  her engines and the lost of most of her engineering crew.
  Help and parts from the Victrix, and especially the knowl-
  edge of Shrier Magemeneas allow the repair of the dam-
  aged drives, but as the last checks are underway, a K’Kree 
  commanded column is spotted approaching. A counter 
  
  - 5 -
  attack by the RCES Team disrupts the column sufficiently for the refugees to flee further into the mountains and comple-
  tion of the engineering checks. As the two RCES blast off, they are intercepted by a human crewed Imperial heavy fighter, 
  who promptly defects to the RCES.
  Back at Ebekhar, the RCES forces can pick up a derelict sensor drone left by the Mississinewa. They can also pick up 
  extra parts and crew from the various tribes at Hope. Ebekhar is slipping into civil war without vampire support to the gov-
  ernment. Data from the sensor drone will allow the RCES to narrow down the location of the vampire nest to Iiselu, in the 
  middle of the Blight Rift. As the RCES taskforce leave the system, Ebekhar’s war goes nuclear.
  At Iiselu, the small RCES fleet will detect a partially renovated highport – the location of Ernest’s shipyard. The taskforce 
  will be able to disable Ernest’s SDB’s using tactics developed over Hope. The battle damaged and exhausted RCES fleet 
  will finally almost have the highport at their mercy, when Ernest reveals his ace in the hole – a 5ktn Heavy SDB.
  The Mississinewa is disabled and captured, covering the retreat of the RCES Team onboard the Riggins Victrix and the 
  fighter. The fighter is destroyed covering refueling operations, but the Riggins Victrix just makes jump. The Riggins Victrix 
  then flee back to the RC rendezvous point in the Davao system pursued by a vampire patrol cruiser. Fortunately an RCES 
  clipper is at Davao. The clipper’s guns are sufficient to turn the tide of battle. The clipper repairs and re-arms the RCES 
  Team’s ship and sends them back to destroy the vampire shipyard.
  Covert insertion of agents, either via the use of the damaged patrol cruiser as a Trojan horse or infiltration from the 
  planet’s surface, will get the RCES Team on board the highport. The RCES Team members can rescue their captured 
  comrades whilst attempting to capture or destroy Ernest and his forces. At a critical juncture, a Guild ship will arrive in the 
  system and Shrier Magemeneas will reveal himself to be a Guild agent. The situation degenerates into a confused three-
  way fight for control and survival.
  The RCES Team may rescue their comrades, gain control of a useful if exposed TL2 shipyard, foil both the Guild and the 
  vampire Ernest, and get a glimpse of the situation at the viral dominated Imperial core.
  TiMeliNe
  activity
  estimated duration
  estimated date
  Start
  Mid August 202
  Travel from the RC to Berens
  6 weeks
  End September
  Guilded Lilly 
  2 weeks – 4 weeks
  Mid to End October
  Transit Berens to Ebekhar
  7 weeks
  Mid December
  Ebekhar investigations
   week
  Xmas
  Hope
   month (4 weeks)
  Late January 203
  Transit to Kennebunk
   week
  End January
  Kennebunk operations
  3 weeks
  Transit to Ebekhar
   week
  End February
  Locating Drone / Further Hope opera-
  tions
  2 weeks
  Mid March
  Transit to Iiselu
   week
  Late March
  Battle of Iiselu
  -
  Retreat
  4 weeks
  Late April 203
  Battle at Davao
  -
  Refit at Davao
   week
  End April 203
  Return to Iiselu
  4 weeks
  End May 203
  Final Confrontation
  ???
  
  - 6 -
  ChaPTer 2 - keNNeBuNk
  keNNeBuNk sysTeM deTails
  Orbit
  uwP
  Comments
  -
  G2V
  Main Star – Proteus
  0
  M0 Dwarf
  Companion Star - Omega
  
  Empty
  2
  YS00000-0
  3
  kennebunk 
  C69469D-9
  Ag, Ni. 
  TNE UWP: E6946Q3-4
  4
  Y9A000-0
  5
  F20046D-8
  Government owned low gravity manufac-
  turing facility.  
  Destroyed during the collapse.
  6
  Empty
  7
  H803A-8
  Ice Capped. 
  Small company owned mining facility 
  exploiting industrial crystals. 
  Abandoned after pirate raids during Hard 
  Times
  8
  Empty
  9
  Large Gas Giant
  
  Y000000-0
  2
  Y000000-0
  3
  Y000000-0
  4
  Y52000-0
  Ice Capped
  6
  Y400000-0
  7
  G500337-8
  2
  Y300000-0
  20
  Y330000-0
  45
  Y600000-0
  Kennebunk was always a minor world. Its primary exports were agricultural products to the nearby industrial world of 
  St Denis, from which it purchased the majority of its technological imports. The world was colonized during the Terran 
  Confederation Period and regressed to a pre-industrial state during the long night. 
  Kennebunk was absorbed into the Imperium in 264. It was transferred into the Solomani Autonomous Region and 
  stoutly defended by the Solomani during the Solomani Rim War. The Solomani insistence on protecting every border 
  world including Kennebunk actually weakened the defense of the much more vital industrial world of St Denis. The rul-
  ing pro-Solomani elite was deposed and exiled by the Imperial Admiral and a bureaucracy established.
  The inhabited large gas giant’s moon contains the former pro-Solomani ruling elite (population 2,000), who were exiled 
  here following the Imperial replacement of the existing Kennebunk government with a bureaucracy following the end of 
  the Solomani Rim War in 002. 
  The world remained within Lucan’s Imperium during the Rebellion, until the withdrawal of Lucan’s forces from the Sec-
  tor in 24. The world was subject to occasional pirate raids during Hard Times and the disruption in supplies from St 
  Denis caused a reduction in local TL to TL5.
  
  - 7 -
  arrival
  The Riggins Victrix emerges with a blue flash close to Ken-
  nebunk’s single gas giant. A preliminary passive sensor 
  sweep (TNe: Average Sensors Task Roll; CT Sensors/ 
  Computer, DM+2) will reveal no local contacts. After refu-
  eling, the Riggins Victrix can begin its approach to Kenneb-
  unk. 
  Passive sensor scans will reveal that the Imperial era instal-
  lations on the gas giant’s moons are dead, and cold.
  lisTeNiNG iN
  Crossing Orbit 5 allows the first meaningful scans of Ken-
  nebunk. A (TNe: average sensor; CT Sensors / Computer, 
  DM+2) task roll will reveal the following:
  q	 There are no obvious high power transmissions across 
  the system.
  q	 There does not appear to be any large artificial satel-
  lites in orbit.
  q	 There does not appear to be any ships in orbit
  q	 There is a ship approaching Kennebunk.
  The Riggin’s crew will suggest running silent to prevent 
  detection.
  The Riggins Victrix can conduct further passive scans to 
  determine further details on the ship. Active scans will gain 
  additional information, but will give away the Riggins posi-
  tion. The vessel is a standard Jayhawk Class Far Trader. 
  The Jayhawk is running constant passive scans. Its chanc-
  es of detecting the Riggins are detailed in the Rulebook. If 
  the Jayhawk detects the Riggins, it will accelerate towards 
  Kennebunk, whilst maintaining radio silence.
  As the Jayhawk approaches orbit, a radio conversation will 
  be initiated between the ship and the ground. 
  “This is trader SS “Like it or Not” requesting clearance to 
  land”
  A human voice will reply:
  “This is Kennebunk control, acknowledging, do you have 
  the parts?”
  “Affirmative Kennebunk Control, you can tell the Step-
  pelord, we have his consignment of parts. Over.”
  “This is Kennebunk Control, landing permission granted, 
  activating beacon.”
  The Victrix’s sensors will detect a low power radio-landing 
  beacon from near a city on the main western continent. 
  A sensor sweep (TNe: Sensors, Difficult: CT: Sensors / 
  Computer, DM 0) will detect low power radio transmission 
  from the western continent. The language is unknown to 
  the RCES personnel. It is possible that any Imperial Era 
  remnant team member with a previous history of encoun-
  ters with the K’Kree will be able to recognize the language 
  as K’Kree, but would not be able to translate the messages.
  A second sensor sweep  (TNe: Sensors, Difficult: CT: 
  Sensors / Computer, DM 0) will detect low power radio 
  transmissions from a mountainous area, near a large island 
  chain on the northern end of the western continent. The ra-
  dio transmissions are on a different, higher frequency than 
  the K’Kree transmissions. They are in standard RCES code 
  and from the RCES Mississinewa.
  The RCES Team can attempt to contact the Mississinewa, 
  but will not get a response. The RCES Mississinewa is 
  maintaining a low radio profile to prevent K’Kree forces 
  identifying its position. Any high powered broadcast from 
  the Riggins Victrix will be detected by the K’Kree – see 
  Spotted below.
  sNeakiNG iN
  The K’Kree maintains a constant sensor watch using a 
  TL3 80,000km PEMS mounted on their single remain-
  ing K’Kree trader. The trader remains at the starport due 
  to various equipment failures and is not currently space 
  worthy. An experienced operator mans the sensor.
  The best approach is to maintain radio silence and drift in. 
  If the Victrix is detected, then the deceptive jammer can be 
  used to disrupt any fire control locks until the ship can enter 
  the atmosphere and drop below the PEMS sensor horizon 
  and then turn off the jammer before approaching the moun-
  tainous area to the north of the western continent. 
  sPOTTed
  If the K’Kree detects the approach of the Riggins Victrix, 
  they will covertly alert their remaining PADM emplacement, 
  and move their remaining K’Kree trader into a bunker. 
  They will not directly challenge or communicate with the 
  Victrix. They will track it using their passive sensors (TL3 
  80,000km PEMS). 
  They hope to track the Victrix to current rebel positions, 
  which will allow a K’Kree counterattack – See Chapter 3. 
  The K’Kree response to the Victrix’s attempts to leave will 
  be more forceful and detailed in Chapter 3.
  
  - 8 -
  aPPrOaCh
  Experienced covert operatives or ships crew familiar with 
  deploying such covert operatives will realize that it is sen-
  sible to enter a planets atmosphere and descend to below 
  the level of sensor coverage, away from the actual landing 
  area. This way any sensor locks and resultant searches will 
  concentrate in the area where contact was lost, rather than 
  on the landing zone.
  The Riggins drops through the upper atmosphere at hyper-
  sonic speeds, and slows dramatically as the atmosphere 
  thickens to prevent telltale sonic booms. It drops into the 
  mountains and below any possible sensor coverage over 
  200kms from the site of the radio transmissions. 
  The Riggins can then fly at safe NOE speeds through 
  the mountains towards the site of the radio transmissions 
  whilst searching for a landing site. It will take approximately 
  2 hours at safe NOE speed to reach the site. The RCES 
  Team can decrease the time taken by exceeding the safe 
  NOE speed if they wish. The Captain of the Riggins will 
  initially refuse requests to increase speed unless given a 
  pressing reason.
  If the RCES Team order an increase in speed, then a 
  piloting task roll should be performed every 5 minutes to 
  prevent an impact with trees or the mountainside.
  Two Times Safe NOE:  
  TNe: Pilot, Difficult; CT: Pilot, DM 0
  Three Times Safe NOE:  
  TNe: Pilot, Formidable; CT: Pilot, DM-2
  If the Riggins suffers an impact with the terrain, then con-
  sult the rulebook to resolve the effects of the impact.
  As the Riggins approaches the area of the RCES radio 
  transmission, the terrain becomes less mountainous and 
  moderately sized forested valleys can be seen. Several 
  have clearings large enough for the Riggins to safely land.
  If the Riggins uses a low power radio transmission within 
  20km of the site of the RCES radio transmissions, they will 
  be greeted with a similar low power radio transmission. 
  The transmission will be in an old RCES code and will 
  request identification and the exchange of codewords. The 
  Communications Officer on the Riggins can easily respond 
  in kind. The Riggins will then receive coded landing instruc-
  tions and co-ordinates.
  If the Riggins swoops into the valley where the RCES 
  radio transmission originated, then they will cause terror 
  amongst the refugees and rebels living in the valley, who 
  will mistake the RCES vessel for a K’Kree air attack. One 
  laser turret and the passive sensors on the Mississinewa 
  will be manned and on overwatch. Normally the high tech 
  sensors on the Mississinewa give plenty of warning of 
  K’Kree air patrols; however, they may not give advanced 
  warning of the approach of the Riggins Victrix, especially 
  if the Riggins still has its jammers operational against pos-
  sible K’Kree detection.
  The active turret on the Mississinewa will fire upon the Rig-
  gins when it clears the ridges of the neighboring mountains 
  (Experienced NPC). The rebels will also fire a hand-held 
  TL7 Surface to Air Missile (Experienced NPC). The sensor 
  crew on the Mississinewa will soon identify the approach-
  ing vessel as a Victrix class sloop and cease-fire unless 
  the Riggins is firing back. The rebels will continue to fire for 
  three rounds, until the Mississinewa can radio a cease fire 
  order. Details of the TL7 IR Homing SAM are presented 
  below:
  TNe: Concussion: 4, Burst 25, Penetration C, Short 
  Range 340m, Meters/turn 2500,  
  Agility 5
  CT: Range 340m, Agility 5, Damage: as per RAM gre-
  nade.
  MeeTiNG The MISSISSINEWA
  If the Riggins lands in a nearby valley, the RCES Team or 
  the Marine Recon Team can hike to the site, or fly if they 
  remember the two broomsticks in the Riggin’s pod. An ap-
  proach on foot will require the team to hike over the moun-
  tain ridge, which will be accomplished in about six hours. 
  Travel by broomstick will take less than ½ hour. 
  An aerial approach will spread concern amongst the refu-
  gees, but the strange appearance of the broomsticks and 
  the obvious RCES garb (body suits or marine light bat-
  tledress) will cause the rebel patrols to hold their fire. The 
  broomsticks can be landed in the camp and several rebels 
  will cheerfully great the new arrival with a barrage of ques-
  tions
  “Who are you? Where are you from? Have you come to 
  visit your friends? How does that fly?”
  Very quickly two RCES marine troops will push through the 
  crowds salute and request identification. If they get an ap-
  propriate answer they will escort the team to see the XO of 
  the Mississinewa.
  An approach on foot will result in the Team being detected 
  by rebel patrols several km from the site. A single rebel 
  will emerge from the trees and greet the team in a friendly 
  manner (hands out, weapon holstered) and ask the same 
  sort of questions detailed above. Any appropriate answer, 
  couple with the RCES uniforms will satisfy the patrol, who 
  will escort the team back to the village.
  The Mississinewa is grounded near a small mountain lake. 
  
  - 9 -
  It is covered with camouflage netting and in some places 
  has been painted to match the surrounding terrain. One 
  of the cutters appears to be missing from its hanger, and 
  hoses dangle from fuel valves into the lake. The lower en-
  gineering hull shows signs of heavy battle damage, and re-
  patching of the hull. The clear area of the valley is primarily 
  given over to limited farming and goatherds. Log huts ring 
  the open area, and most are located in the shadow of the 
  surrounding forest. Several people can be seen tending the 
  farms and the flocks whilst others fish in the lake, or gather 
  fruits and berries from the edge of the forest. 
  The two RCES Marines will lead the team to one of the 
  Mississinewa’s airlocks and escort the team inside to a 
  troop briefing room. There they will met the Mississinewa’s 
  XO (Details of Fallon Skorziini can be found in the NPC’s 
  section at the end of this Chapter). Fallon will politely great 
  the team and ask for formal identification, and the name 
  of the team’s ship. Any sort of RC identification will satisfy 
  Fallon and he will eagerly ask for news from the RC. The 
  RCES Team or the Marine Recon Team can fill in the last 
  year’s events.
  Fallon will then use the ship’s intercom to order a marine 
  squad to clear an area of forest to allow the Riggins to land. 
  A short while later, muffled explosions can be heard as the 
  Marines use explosives to clear trees. 
  Once the Riggins has moved to its new landing spot, Fallon 
  will arrange a meeting between the senior officers of the 
  two RCES vessels and the RCES Team members (as the 
  onboard covert insertion / diplomatic team). The meeting 
  will be held in the troop briefing room onboard the Missis-
  sinewa, and will be attended by the Captain, XO, Chief 
  Gunner, and Troop Leader of the Mississinewa, the Cap-
  tain, XO, Chief Gunner and Chief Engineer from the Rig-
  gins, the RCES Team members and Shrier Magemeneas 
  as local guide.
  Captain Maeve Marstens will heartily welcome her fellow 
  RCES officers and is eager to catch up on events, but first 
  she will inquire as to the RCES Riggin’s Victrix’s mission 
  and reasons for coming to Kennebunk. This is the time for 
  the RCES Team leader to relate the event on Berens and 
  Ebekhar and the new covert vampire threat to the sector.
  Captain Marstens will nod several times during the briefing 
  by the Riggin’s personnel. 
  “That explains a lot of things. We were on a general sweep 
  of the subsector looking for the missing twelve, other Dawn 
  League MFU ships, Guild ships and friendly surviving star-
  ports. We had performed a brief flyby of Kennebunk and 
  found no signs of an industrial society. St Denis appeared 
  to have fallen to Virus, although we did have a tense stand-
  off with some raiders who tried to stop us refueling.”
  “We entered the Ebekhar system near its second large gas 
  giant and dispatched a drone to check for anymore raider 
  surprises. The drone said the gas giant was clear so we 
  refueled and went in-system, leaving the drone to watch 
  our backs.”
  “As we neared Ebekhar we spotted a Jayhawk Far Trader 
  on an inbound course to Ebekhar. It was greeted by two lo-
  cal low tech SDB’s, but then it communicated to both SDB’s 
  in typical Virus high speed chatter. It looked like all three 
  ships were vampires. Suddenly both SDB’s turned towards 
  us and boosted at maximum speed, we had obviously 
  been spotted, although those ships did not detect us. The 
  two SDB’s were soon joined by a third launched from the 
  planet.” 
  “The Mississinewa and our gun-pack cutters moved to 
  engage the SDB’s and chase down the Far Trader. We 
  were beating their arses and had downed one SDB with 
  little damage, when two ships lifted from one of the moons. 
  These new ships were front line Imperial SDB vampires. To 
  be honest, we were no match for those ships and the lo-
  cals. We managed to retrieve one of the cutters whilst run-
  ning for jump point. Then just as we engaged the drive, the 
  SDB’s opened up with what “Short-Round” tells me were 
  spinal particle accelerators. They blew out the lower engine 
  room, killing Chief LT Danislaus “Santa-Claus” Loukas and 
  most of his crew. Fortunately the jump still worked and we 
  made it to here.”
  “We managed to land in this remote area and have estab-
  lished friendly relations with the locals; I will get Fallon to 
  introduce you to Mikhail later. But the jump drive was dam-
  aged by the emergency jump. We have managed to repair 
  most of the damage and re-pressurize the engine room, 
  but certain components can’t be replaced, and with the loss 
  of Chief Loukas we can’t rebuild them. So we have been 
  marooned here ever since.”
  “Could your engineering crews examine our drives, it would 
  be nice to see home again.”
  “As for your vampires, that drone had a year’s supply of 
  fuel, it should have seen something, provided the vamps 
  didn’t find and destroy it.”
  If asked about the local situation, Captain Marstens will di-
  rect Fallon to take the RCES Team to see the village leader 
  “Mikhail Baarin”. “He can explain better than I, the cruelty 
  of this world. After you have spoken to him, you may judge 
  our support to these people in a different light”
  With that Captain Marstens formally closes the meeting, 
  leaving the engineering crews and Shrier to discuss the 
  inspection of the Mississinewa’s drives.
  
  - 0 -
  lOCal hisTOry
  The Mississinewa’s XO Fallon Skorziini will introduce the 
  RCES Team members to Mikhail Baarin the camp leader. 
  After brief handshakes, Mikhail will lead the RCES Team 
  members into his log hall, and asks them to sit around his 
  fire.
  “I am no bard” says Mikhail “but Fallon said you would be 
  interested in the history of our world, so here is my poor 
  telling of the tale.”
  “The old folk say we were a prosperous world, with farms 
  where the fields were full of golden Terran wheat and the 
  cows were fat. We traded our produce for technological 
  wonders from St Denis. My Grandfather had a farm near 
  the capital city.”
  “Lucan’s war of rebellion ended that, the wonders no longer 
  came, and the Solomani rained death from the skies, but 
  still the farms prospered, although the wonderful machines 
  that did the work of 0 men started to fail.”
  “Then came the terrible night the machines arose in bloody 
  vengeance. They slaughtered those farmers they could 
  find, and in the cities, the cars and things call elevators 
  killed many. The area around Jonesburg is still deserted to-
  day, the ground is glassy, and the plants deformed, and ru-
  mors say that the plants glow at night, although I have not 
  seen this. Stories say that the machines killed thousands 
  before the warriors destroyed them. Thousands more died 
  that winter from cold, starvation and disease. And then they 
  came.”
  “Suns suddenly bloomed over the homes of our warriors, 
  and the buildings holding our remaining technological 
  wonders. The Horselord’s flying machines slaughtered 
  our herds with guns that spewed a constant stream of fire, 
  faster than a man can reload. They destroyed those tribes 
  that refused to submit.”
  “Then they landed and took the best land for their own. 
  Craven fools helped the invaders in return for petty favors. 
  They split the world as fiefdoms for their various fami-
  lies. Tribes tried to maintain the old ways, but the cursed 
  Horselords could smell meat on a man even though he had 
  consumed it days before. The people were forced to eat 
  plants like sheep, and those who refused were trampled or 
  shoot, even their babies in arms. Tribes rebelled, but the 
  Horselords voice boxes called down flying sleds and troops 
  before the uprisings even formed.”
  “Certain tribes in the mountainous areas, slipped into the 
  mountains to avoid the Horselords mastery. Over time the 
  Horselords flying sleds, voice boxes and guns have started 
  to fail. The Horselords control has loosened, and several 
  Horselord clans only pay brief homage to their Steppelord.”
  “The mountains are now ours, the Horselords rarely come 
  here, they do not like for cold and the dark forests. They 
  have not come for over 5 winters. The islands to the north 
  and west are ours. The Horselords are too big for our 
  boats. Every fall, people flee the nearby towns, when the 
  Horselords take their harvests. With the help of your long 
  lost friends, we have managed to keep a route open for 
  those who make it into the mountains, and deal death to 
  those who would punish them.”
  “But they are still mighty, their human bondsmen still raid 
  our dwellings, and punish those who eat meat, and tram-
  ple those who oppose them if a Horselord is present. My 
  brother’s cousin has heard rumors, that the Horselords still 
  have one of their huge sky ships at the capital city. Angus 
  Treebreakes tried to raid a Horselord town two winters ago 
  to gain food, his band was cut down by a small sky ship 
  that wheeled and turned like a dove and yet could hang in 
  the air like a hawk. Its spitting fire killed many.”
  “So now you know the sad history of my world”.
  exaMiNaTiON
  With the assistance of the Riggin’s engineering crew and 
  Shrier a complete assessment of the Mississinewa’s drives 
  can be done in a couple of days. The power plant and 
  maneuver drive are fully operational, but several critical 
  components of the jump drive have been damaged beyond 
  repair.
  However, with access to the spares carried by the Riggins 
  and especially the extra stores in the pod, coupled with a 
  few creative alterations of other parts suggested by Shrier 
  from his experience working at Jo’s garage, repairs can be 
  made. 
  With hard work from the engineering crews from both ves-
  sels, use of the on-board workshops, and any engineering 
  minded RCES Team members, the parts can be fabricated 
  and the repairs made in two to three weeks.
  Over the next two weeks, the engineering spaces of the 
  two vessels will be hives of activity, with engineers con-
  stantly rushing about between the two vessels to get parts, 
  tools and to check calibration readings. Half the repair bins 
  of the Riggins will be scattered across the floor of the en-
  gine room, whilst several large components of the Missis-
  sinewa’s jump drive are being stripped down and re-built.  
  Power to the Mississinewa’s systems will be shut off at odd 
  periods of the day and night whilst reconnections and tests 
  are performed. The Riggin’s will have to take up the Missis-
  sinewa’s role of sensor coverage and anti-aircraft defense, 
  which will keep most of the Riggin’s remaining crew busy.
  
  -  -
  Steppelord Tulaa’ ggr’ al* Kurruk*laa*khaan has been 
  forced to tolerate the presence of G’naak, and subjects 
  them to the occasional punitive raids, whilst he deals 
  with off-world G’naak for parts for his remaining ship. He 
  dreams of the day when his ship will rise again and he can 
  laser the northern forests and their G’naak into ash.
  NPCs OF keNNeBuNk
  lCdr Maeve “double-em” Marstens, 
  Captain of the RCES Mississinewa
  Veteran NPC
  Human female, age 36 
  Classic Traveller:
  UPP: 6887B8
  Skills: Leader-4, Pilot/(Starship)-3, Auto Pistol-3, Gunnery-
  3, Navigation-3, Communications-2, Computer-2, Elec-
  tronics-2, Liaison-2, Ship’s tactics-2, Vac suit-2, Admin-, 
  Bribery-, Engineering-, Fleet Tactics-, Screens (Sand-
  casters)-, Ship’s Boat-, Riding-0, Swim-0
  TNE:
  UPP: 6887B8-0-B 
  Hit capacity: Head 6, chest 32, 
  other 24.Initiative: 5;
  Combat assets: Slug weapon (pistol) 5/Gunnery (energy 
  weapons) 5/2; 
  Other assets: Astrogation 5/5; Admin/Legal /; Com-
  munications 2/3; Computer 2/3; Grav Belt 2/0; Electron-
  ics 2/3; Environment Suit 4/2; Language (Droyne) 2/3; 
  Leadership 5/6; Parachute 2/0; Persuasion 5/6; Pilot 
  (interface grav) 4/2; Riding2/0; Robotics 4/5; Screens 
  (Meson) 2/3; Sensors 4/4; Ship’s tactics 3/0; Starship 
  Architecture /2; Swimming /7; Willpower /8; Zero-G 
  environment 2/0.
  Motivation: 
  Maeve is aggressive & feisty, without unnecessary cruelty 
  or competition. She thinks, decides, and acts decisively, 
  and finds dithering to be more than an annoyance. Like 
  Commander Pat “Who Me” Ritter, she too is surprised 
  when it is pointed out to her that her “direct-approach” style 
  seems unusual (to them).  
  On a more personal level, Maeve is friendly and agree-
  able of personality, and is devoted to her crew, and any 
  one assigned to her command, as well as those no longer 
  serving (or surviving). Maeve’s decision to go after the 
  Vampire ships in 20 headlong, led to their being ma-
  rooned. She does not regret it for the knowledge it gained; 
  she regrets the lives it cost. As a former member of the 
  Vezina-DLS Ashtabula Incident, this influenced her call to 
  cross the vampire highway in 20, seeking her former 
  comrades. Unlike Lathrop and Ritter’s senses of survivor’s 
  guilt, Maeve’s mementos are still pictures, and letters from 
  them. Maeve was recovering on Aurora from a fall from her 
  horse when the mission that the Ashtabula went MFU on 
  This hard work is offset, by the fresh air, un-recycled water, 
  proper food and spectacular views available in this alpine 
  hideaway.
  reFerees iNFOrMaTiON
  The history of Kennebunk is actually similar to Mikhail’s 
  stories. The K’Kree fled their embassy on Terra and picked 
  up other embassies in the Solomani Rim, in early 30. 
  The Hard times were in full swing and they had started to 
  hear strange rumors from the Core and Margaret’s Domain 
  of release of a Doomsday weapon. 
  They actually passed through the Virus wave-front as they 
  crossed the coreward border of the Solomani Rim. The 
  K’Kree were attempting to make their way back to the Two 
  Thousand Worlds. The most direct route was blocked by 
  the deceitful Hivers, so the K’Kree planned to journey up 
  into Diaspora before turning to Trailing and heading through 
  the Old Expanses and the Hinterworlds, and then through 
  the clients states in Gateway and back to the Two Thou-
  sand Worlds.
  The K’Kree ships were infected as they made their way 
  through the Madoc Subsector, although the Virus had diffi-
  culty with the strange technology. As they skirted the Blight 
  subsector, their ship’s systems started to show malfunc-
  tions. They quickly recognized the onset of the Virus they 
  had witnessed decimating the Imperial worlds. They cast 
  around for a K’Kree habitable world with only a few despi-
  cable G’naak. They chose Kennebunk.
  Kennebunk had dropped to TL5 during Hard Times and 
  suffered further decline during the Collapse. The K’kree’s 
  working high technology equipment allowed them to quickly 
  subjugate the surviving humans. They bombed and lasered 
  barracks, towns and factories from orbit, and imposed their 
  conservative, vegetarian herd society on the remaining 
  humans.
  They then transferred the K’Kree passengers to Kenneb-
  unk, and given the large numbers of K’Kree attached to 
  any embassy (servants, soldiers and all their families), they 
  divided the world into fiefdoms under an overall Steppelord. 
  The largest ships were directed into the sun to prevent 
  rampant Virus infestation. They kept two K’Kree traders 
  operational. 
  As the years passed, the remaining technology has started 
  to fail; communicators and grav vehicles are now rare. One 
  of the K’Kree traders was severely damaged in a battle with 
  exploring Guild merchants in 93. The remaining trader 
  became planet-bound when its maneuver drive and con-
  tra-grav systems failed three years ago. With the reduction 
  in technology and the loss of its orbital presence, various 
  remote areas have fallen into human hands, and some of 
  the more remote K’Kree domains only pay limited tribute to 
  the Steppelord.
  
  - 2 -
  friendly rivals, and close associates. Nothing physical ever 
  came of it.
  Quotes:  
  “Listen here stud, I don’t know who died and left you in 
  charge, but get this straight ‘cause I never repeat myself . . 
  .”(With hands on hips, staring at person)
  “Save ourselves? Gorram take that! We save these people 
  first!”
  “Who am I? I am an RCES LT Commander, and all hell fol-
  lows at my heel!” (A reply to a certain K’Kree general)
  “Nice gun (drawled out). See this? This is a hand commu-
  nicator (smiling pleasantly). With this, <klick> five very, very 
  good marksmen now have you in their sights. You were 
  saying what about my/ our proposal?” (On more than one 
  occasion when surrounded by K’Kree Satrapy soldiers)
  “Way too aggressive? Who told you that, peach fuzz?” 
  (Astonished)
  lT Fallon “Fail-safe” skorziini
  XO of RCS Mississinewa,
  Veteran NPC 
  Human male, age 44
  Classic Traveller
  uPP: 456898
  skills: Carousing-4, Streetwise-4, Bribery-3, Leader-3, 
  Navigation-3, Admin-2, Auto Pistol-2, Gunnery-2, Com-
  puter-2, Electronics-2, Liaison-2, Mechanical-2,  Pilot/
  (Starship)-2, Vac Suit-2, Communications-, Engineering-, 
  Steward-, Ship’s Boat-, Ship’s tactics-, Gr. Veh-0.  
  TNe
  uPP: 456898-0-9, Initiative: 5
  Combat assets: Slug thrower (Pistol) 7/, Gunnery (En-
  ergy Weapons) 2/4
  Other assets: Admin-legal 4/ 3; Astrogation 4/ 3; Brib-
  ery4/3; Carousing 4/3; Communications 2/; Computer 
  2/; Electronics 2/; Engineering (starship) /0; Environ-
  ment Suit 2/8; Ground Vehicle (Wheeled) 4/9; Bargain 4/3; 
  Persuasion 4/3; Leadership 4/3; Liaison 5/4; Marketing 
  4/ 6; Mechanic 4/3; Pilot (interface grav) 6/; Robotics 
  /0; Ship’s tactics /9; Streetwise 4/3; Zero G environ-
  ment 7/3.
  Motivation: 
  Fallon is very sociable, which stems from his ability to listen 
  more than he speaks, leaving most with the impression he 
  took them seriously, understands their point of view, etc. 
  He appreciates a good joke, almost as much as he does a 
  squared away cabin, or crew station. Even Maeve confides 
  in him. He in turn told her why he joined RCES.
  However, the XO is not shy of using his weapon, but he 
  prefers listening first. Trigger-happy folks (like some RCES 
  Team members?) earn his instant disdain as “Hot dog-
  ging Cowboys”. He believes there is a time for action, true 
  went down. She keeps these in a small plasteel (locked) 
  safety box in her quarters. If caught there with it open, she 
  explains glibly, “Sorry, just reading my mail.”
  Maeve is charismatic, and has a natural ability to lead oth-
  ers, a talent that earmarked her for command back in first 
  term with the small Auroran Space navy. Her crew will fol-
  low her to hell and back. She could, in XO’s words, “Skip-
  per? She could talk the devil past the pearly gates.”
  Her ability to give praise, and help others whenever pos-
  sible, even unasked for has probably endeared her to the 
  local rebel humans more than anything. Her tireless efforts 
  to improve their lot and educating their “Bards” to pass on 
  knowledge have earned her high “word fame” among them. 
  appearance:  
  Maeve is raven-haired, green-eyed, and stands at 5’ and is 
  somewhat elfin in facial features, and slight in build (petite). 
  She wears her hair in braided single French knot “on duty”. 
  She wears the Blue RCES suit of the Navy, and carries her 
  service 0mm automatic “in uniform”. On her “safari” vest, 
  pinned over her breast is the sole jewelry she has, Jump 
  Wings from DLS Ashtabula, with whom she and Ritter 
  jumped on dozens of occasions, acting as his commo aide.
  homeworld: 
  Aurora, born 09-XI-67. 
  Career path:   
  85-88 Joined Auroran Space Forces, commissioned as 
  officer.
  89-92 Auroran Space Navy. Promoted to LT. 
  93-96, Hiver Space technical Institute. 
  97-200, commissioned at LT CDR in Dawn League 
  Navy. 
  20- Declared MFU. (20-203 marooned on Kenneb-
  unk/Diaspora). 
  Contacts: 
  2 military, CPT Pat “Who me?” Ritter, & “Hammer” Lathrop; 
   Hiver;  Govt., Lon Maggart;  Wilds Rebel- (Kenneb-
  unk), Mikhail Baarin.
  refereeing Maeve:  
  Maeve is headstrong, and has managed to keep her crew 
  together, and morale high since the day they landed. Split-
  ting her crew up is NOT an option for extraction off Kenneb-
  unk! She will listen to anything plan wise the RCES Team 
  members have in mind, but will never fail to give them 
  her thoughts on it. If they are dithering, she will definitely 
  let them know to get off the pot and get going. The Dawn 
  League skippers of RCES early days exercised a lot of 
  initiative-and Maeve is no exception. Maeve is a contem-
  porary to CPT Pat “who me?” Ritter, being only 4 years his 
  junior. Rumors had it, back in the “bad old’ Dawn League 
  days”, they were lovers. In reality, they were professional 
  
  - 3 -
  one will meet first before seeing the Skipper. Many find his 
  impassive pose of listening daunting at first meet. Fallon 
  however, uses such times to find out who folks are, where 
  they’re from, and what they want in that order. LTCDR 
  Marstens values his judge of character, and ability to cut 
  through BS when he hears it to the heart of any matter. His 
  ability to deal with diverse people is another asset his Skip-
  per holds dear, especially with the disparate crew from the 
  Coalition they have. Lastly, even the lowest spacer aboard 
  knows if he has a problem, he can go to the XO and chat.
  Quotes: 
  (STARES unblinking) “I see, ABS Fischer. (Short, but 
  meaningful pause)--We’ve lost power to the (fill in part of 
  ship). (Finally blinks) ABS Gully, ABS Boscombes, meet me 
  at (section/ deck of ship), with the Chief’s toolbox ASAP, 
  out!” (Whenever something goes wrong mechanically 
  onboard)
  “Not to worry (fill in name), I have a contingency for just 
  that: here-- let me show you.” (With confidence, because, 
  he unerringly does have a plan B)
  “Anything we undertake costs lives if we fail. Those who fail 
  to plan, plan on failing. Never mistake planning for inac-
  tion on my part. With the currency in lives as it is that’s why 
  we have rehearsals—so once more and faster this time!” 
  (Explaining why drills and rehearsals save lives)
  “Good day/evening <brief, but polite smile> sir/ ma’am, I’m 
  LT Skorziini, what can I do for you?”—Standard greeting 
  speech to anyone he doesn’t know, right hand out to offer 
  to shake as he strides up. 
  Master Chief P.C. (Percival Clarence)”short-round” 
  Foote 
  Master Gunner of the RCS Mississinewa- GUNS
  Elite NPC
  Human male, age 47. 
  Born 04-V-54, on Aurora. 
  Classic Traveller
  uPP: 4579A9
  skills: Gunnery-4, Ship’s Tactics-3, Carousing-3, Auto 
  Pistol-2, Leader-2, Liaison-2, Mechanical-2, Vac Suit-2, 
  Admin-, Computer-, Electronics-, Grav Vehicle-0.
  TNe:
  uPP: 4579A9-0-9
  Combat assets: Slug thrower (Pistol) 6, Ships Weapons 
  (Energy Weapons) 4
  Other assets: Carousing 4; Leadership 3; Liaison 3; 
  Ship’s tactics 3; Admin-legal ; Computer ; Electronics 
  ; Pilot (interface grav) 0; Environment Suit 9; Mechanic 
  6.
  Percival served in Auroran space navy, and transferred to 
  Dawn League navy with his Skipper, serving with her ever 
  since. He’s now in his 9th year of service. He’s a crusty old 
  Service man, stands 5’ 6”, built like a beer barrel and no 
  one dares call him “Percy” or “Clarence”! “Short-Round” is 
  enough, but, “wouldn’t it be wiser to don armor first before 
  blasting the hell out of them?” he would calmly advise.
  appearance:  
  Fallon Skorziini is usually found aboard dressed in a Blue 
  RCES body suit, with a long barreled magnum revolver hol-
  stered on left hip. Ashore, Fallon goes native over the Body 
  suit completely, with tunic, breeks, and leggings. Skorziini 
  is a tall white-haired, craggy faced man at 6’3”, and weighs 
  05 kilos. He speaks softly, forcing others to listen, never 
  raises his voice. His pale green eyes do take on what the 
  crew have called “the stare of death” whenever he discov-
  ers something not “ship-shape”.
  homeworld: 
   
  Nike Nimbus, Born 29-II-59
  Career path:   
  73-76 Free Trader (4th officer), 
  77-84 Free Trader (3rd officer), 
  85-88, Free Trader (2nd officer), 
  89-92 Free trader (st officer), 
  93-96 Attended Hiver Technical Academy (Aubaine), 
  97-200 Transferred to Dawn League Navy, commis-
  sioned LT J.G., 
  20 assigned to Mississinewa as XO following promotion 
  to LT. (O-3).
  Contacts:  
  4 Traders (Orso Gorzini, Dwight Ravanami, Rosemary 
  Gushuumu, and RC merchant Cardovan Rink);  Hiver, 
   Govt. (Lon Maggart), 2 military (not including LTCDR 
  Maeve Marstens).
  refereeing:
  The ship’s XO is the ship’s Captain’s enforcer of regula-
  tions, and the “detail-man” to her plans. His questions of 
  anything PC’s come up with tend to come towards the end 
  of their discussion with, “yes, but have you planned for X, 
  Y, or Z?” Skorziini is a problem solver/ seeker.  Chaos and 
  disorder exist for him to be “squared away”, not to panic 
  amidst. 
  Eight years older than his ship’s commander, the XO is 
  the man who formulates the fine details Maeve’s plans call 
  for. Fortunately, his meticulous attention to detail does not 
  include dithering, for which Maeve is grateful, else she’d 
  have relieved him ere now. A former stellar trader who 
  saw something lacking in the in the Dawn League back in 
  92 that needed his “special” attention to detail. LTCDR 
  Marstens calls him “her right hand” for good reason.
  Fallon’s years as a Free Trader taught him his hard won 
  people skills, and how to listen to their needs first. That he 
  turned down an assured captaincy to join the Dawn League 
  remains a mystery to the crew, save Maeve. Big, grizzled 
  faced, and imposing, he is her shadow in any meetings. 
  Unlike the Holo Vid-verse films, it is the XO whom every-
  
  - 4 -
  an artillery moniker for a shell that falls short of its target. 
  Height jokes he gets everyday—he’s used to it. Percival is 
  the oldest man aboard, save the XO, and was close friends 
  with the engineer. He is gruff in a curmudgeonly grandfa-
  therly way.
  Oriflamman Marine Gunnery Sergeant Siobhan “Mama 
  Bear” Berensky. 
  RCES Troop Leader, RCS Mississinewa
  Veteran NPC 
  Human female, age 37.
  Born 02-I-66. 
  Classic Traveller
  uPP: 869788
  skills: Leader-4, Auto Rifle-3, Auto Pistol-3, Tactics-3, Vac 
  Suit-2, Admin-, Computer-0,
  TNe
  uPP: 869788-0-A, 
  Combat assets: Slug thrower (Pistol) , Slug thrower 
  (Rifle) 11
  Other assets: Leadership 4; Environment Suit ; Com-
  puter 0; Ground tactics 0; Admin-legal 9.
  Although once a firebrand of “shoot-em all” on Wilds op-
  position forces (against whom on the “Back-Face” ops 
  she did, that was Standard Operating Procedure) work-
  ing on Kennebunk since the marooning has tempered her 
  approach greatly. Towards her Marines, yes, she is liter-
  ally, “Mama Bear”, as quick to cuff one, as to carry their 
  wounded hides back to the cutter. Unmarried, the platoon 
  has become her children/brood to watch/worry over, lead, 
  and holler at.  
  aBs Gully, aBs Boscombes, and aBs Fischer 
  Lowly Drive hands
  Green NPC’s, 
  Human males ages 24, 25, and 26, 
  Classic Traveller
  uPP: 565797
  skills: Mechanical-2, Computer-, Engineering-, Electron-
  ics-, Vac Suit-
  TNe:
  uPP: 565797-0-6
  Combat assets:  Slug thrower (pistol) /7; Unarmed mar-
  tial arts /7
  Other assets: Computer /9; Mechanic 2/9; Electronics 
  /9; Engineering (Starship) /9; Environment Suit 2/0; 
  Zero G environment /8.
  appearance: 
  Coveralls over Navy Blue Body suits
  aBs Tom Gully: Short, lanky, awkward, and plain horse-
  faced homely. Brown haired, freckles, pale skin. Tries REAL 
  hard not to trip over his own two feet, and fails often. Reads 
  lurid pulp fiction paperbacks. Tom was born on Aubaine.
  aBs richard Boscombes: Short, & heavy set, red haired 
  boyish faced (still doesn’t shave!), fair skinned, Stronger 
  than he is smart. Richard nods a lot and fidgets when 
  asked anything, but can talk your ear off about sports! Rich-
  ard was born on Oriflamme.
  aBs henri Fischer: Tow-headed, average chap, wears 
  glasses now (lost his contacts in explosion) senior most 
  engine hand alive, is the one usually Gully and Boscombes 
  report things to. Fischer is beginning to think for himself 
  finally, as he’s learned the XO isn’t the Ogre the Marines 
  say he is, and reads the Drives/Power Plant comp-manuals 
  every evening. Henri was born on Trybec.
  These three Able Spacehands were recent graduates of 
  the Hiver tech Academy (96-200). They had six months 
  aboard when the ship went MFU. As the Chief engineer 
  and most of the remaining experienced E-room crew were 
  killed in the explosion, they are the Mississinewa’s remain-
  ing engineers. They were so fresh they didn’t have Tac-
  Code names.  They are collectively called “Great Balls Of 
  Fire” (GBF), but not in front of the Skipper or XO.
  Mikhail Baarin 
  Rebel Camp Commander
  Veteran NPC, 
  Human male, age 43. 
  Classic Traveller
  uPP: 98A64C
  skills: Leader-4, Admin-4, Liaison-3, Rifle-3, Cutlass-2, Gr. 
  Tactics-2, Riding-, Swim-, Tracking-.
  TNe:
  uPP: 98A 64C-0-9
  Combat assets: Slug thrower (rifle) 13; armed martial arts 
  3; unarmed martial arts 3
  Other assets:  Persuasion 5; Leadership 2; Riding 0; 
  Stealth 0; Survival 0.
  Motivation: 
  Mikhail is a War leader, and always plans any attack 
  against his opponents two or three days in advance, and 
  works out the best of three options. His warriors know his 
  cunning, and trust his tactical prowess. Seldom if ever do 
  the K’Kree or any human rivals surprise him in battle. He 
  knows every square mile of his domain and immediate 
  lands within 25km of its borders like a blind man knows his 
  house. Nothing is left to chance; nothing is unaccounted for 
  in his endeavors.
  His leadership is infectious, and several dozen clans from 
  defeated tribes have flocked to his mountainous valley and 
  his banner. Ten tribal leaders and their bards have taken 
  
  - 5 -
  knee and offered sword and mind to him.  He leads from 
  the front, not the rear.
  Mikhail has been offered “kingship” of those humans he 
  leads, but he has refused, just as he refused to bend knee 
  to the K’Kree “Overlord of the Steppes”. He knows the day 
  the Star men return is soon, based on what Maeve has told 
  him, and that the rule of one man led to the “Fall from the 
  Stars”.
  He has no ambitions beyond those of leading his people. 
  This honesty was so refreshing when CPT Marstens dis-
  cerned it of him, after encountering petty greedy TEDs in 
  the Wilds she put off immediately plans to raid the K’Kree 
  Star base for parts to escape Kennebunk. Mikhail, in return 
  for their aid, has made her his foremost general.
  appearance:  
  Mikhail Baarin is an average sized human male, just at 6’ 
  tall. He is clean-shaven of skull, save for a well-groomed 
  black moustache-beard-goatee (trimmed short), and shot 
  with silver from age. His arms are scarred from numerous 
  old battle wounds, but tanned bronze.  His pale blue eyes 
  are a startling contrast to his saturnine features. 
  He wears a baldric studded with semi precious stones, well 
  worn with age, the badge of leadership of his tribe. (Only a 
  fool would attempt to steal it). He wears no armor, save to 
  battle, and that, a chain mail hauberk, and a leather arch-
  er’s cap with a (K’Kree?) horse plume atop it. He is never 
  unarmed, but informally he carries only a well-used and 
  kept broad blade (cinqueda) in an unadorned black scab-
  bard. Formally, he wears a former Imperial Marine’s cutlass. 
  refereeing:  
  Born 04-V-60, Mikhail is the tribal leader of the rebels, 
  a Chieftain among them. Fortunately for his tribe, he is 
  also gifted with leadership, and personal charisma, not just 
  by bloodline marriage, and is skilled in battle against the 
  “Horse-Lords”. 
  Mikhail Baarin welcomed the crew of the RCS Mississinewa 
  into his valley, and has not regretted it since. The Bards of 
  his tribe recall the days of old when men too roamed the 
  stars, So they are not as backward and ignorant folk as 
  many in RCES see “zippers”, or Wilds Survivors. Baarin’s 
  tribe has been the thorn in the K’Kree Overlord’s hoof since 
  they made their intentions known.
  Unlike other pre-industrial leaders the RCES Team mem-
  bers have ever encountered on backwards worlds, Mikhail 
  IS educated (orally, and lettered). He is a man who could be 
  a king and despot, but has chosen not to. He walks among 
  his people freely, accepting only what is due. Genial, quick 
  witted, and able to appreciate a bard (story teller, teacher, 
  entertainer) for their worth, he is also the implacable patient 
  foe of the K’Kree Overlord of the Steppes on Kennebunk, 
  make no mistake. 
  Quotes: 
  “The K’Kree deceive with words of peace & gifts too, bandy 
  them not me like a peddler!”
  “These you see, follow me out of love, respect, and honor. 
  I am but a man, who wisely heeded his Bardic mentor, that 
  all men should be free, not this legend you hear songs of,” 
  (humbly in private)
  “Word-fame is a coin you cannot purchase, and each of 
  us begins with naught. That your deeds match your words 
  always that is the path to gain or lose what others bestow to 
  your shadow as you pass by.”
  “Shackles for knowledge is not what the Bards teach. The 
  K’Kree offer knowledge with one hand, and chains in the 
  other.” (On K’Kree diplomacy)
  
  - 6 -
  ChaPTer 3: iNTerludes
  G’Naak huNT
  Log of Riggins XO Brenn Anacreon
  Kennebunk Day 17 
  Mr Magemeneas informs me that repairs are going well, 
  with the major systems rebuild and under testing. A number 
  of minor systems are still unavailable and will only be 
  restored once testing of the Mississinewa’s jump drive has 
  been completed.
  So far we have had no contacts on sensors and our 
  monitoring of K’Kree communications has not shown any 
  increase in traffic to indicate our arrival was detected. We 
  still can not decipher the K’Kree language. 
  That’s strange; I didn’t know the scouts were due back yet? 
  I wonder what’s up…..recording ends.
  The mounted scout will ride through the village scattering 
  livestock and people as he goes. He will ride right up to 
  Mikhail Baarin’s hut and dismount. His horse shows signs 
  of being ridden hard. Mikhail will emerge from his hut and 
  the rider will gasp out that a large K’Kree column is advanc-
  ing up the valley and has approached the outer patrol pe-
  rimeter. The rider estimates that the column contains over 
  a thousand human satrapy troops and even a contingent of 
  K’Kree troops.
  Mikhail will quickly call the camp elders together, whilst 
  sending a runner to the Mississinewa. By the time Captain 
  Marstens, her officers and the RCES Team arrive, the vil-
  lagers are already starting to gather their possessions.
  “Maeve, over a thousand satrapy troops have come to kill 
  us, there are too many for our warriors to stop. They have 
  brought K’Kree and their fire weapons. I will dispatch my 
  warriors to slow them down, but there are too many and I 
  fear that they will catch my people before we can retreat 
  into the mountains.”
  “Captain” interjects ABS Fischer, “the Mississinewa is not 
  ready to lift, we will have to re-connect several of the HeP-
  laR and power plant coolant systems”. Maeve glowers at 
  ABS Fischer. He stammers “we had to disconnect them to 
  rebuild the jump drive; until they are reconnected we can’t 
  start the HePlaR drive or the power plant”. “No weapons, 
  wonderful” mutters Fallon.
  The Mississinewa’s drives can be reconnected in approxi-
  mately three and a half hours, unfortunately the K’Kree 
  column will arrive in about 3 hours, even worse, the rebels 
  will need about 6 hours to get the people into the moun-
  tains. The Mississinewa’s laser turrets are currently inoper-
  able and can’t be used to secure the valley until the power 
  systems are re-connected.
  This would be an excellent time for the RCES Team to 
  volunteer to support Mikhail’s scouts and delay that K’Kree 
  column.
  aPPrOaChiNG FOrCe
  The approaching column consists of local human satrapy 
  troops strengthened by a small contingent of K’Kree troops 
  from the local family. There are approximately ,200 human 
  troops in the column, consisting of 800 novice conscript 
  troops stiffen by approximately 200 experienced regular 
  troops in NCO positions. The remaining 200 troops are 
  veterans.
  The conscript and experienced troops are equipped with 
  TL3 smoothbore flintlock muskets and swords. The veter-
  ans are identically equipped but have a steel helmet and 
  breastplate. The column also has three horse drawn can-
  nons. No cavalry has been assigned to this expedition due 
  to the rugged nature of the terrain. 
  The column consists of two teams of 20 scouts that range 
  up to a mile in front of the column (depending upon the ter-
  rain). These scouts are on foot and do not wear the breast-
  plate armor. The scouts are classified as veterans.
  The main body of the column consists of a block of 00 
  experienced troops. The rest of the column is made up of 
  the conscripts stiffened by experienced NCOs. Next comes 
  the K’Kree contingent, and immediately afterwards, the 
  horse artillery with a small escort of 50 veteran troops. The 
  baggage train (horse based) brings up the rear. Finally two 
  groups of veteran troops form the rearguard (55 men per 
  unit).
  The K’Kree troops are actually a bodyguard unit for the lo-
  cal K’Kree family head who has been ordered into this mis-
  sion by Steppelord Tulaa’ ggr’ al* Kurruk*laa*khaan. Lord 
  Xaar! glukk* rraer! Khaan is accompanied by his first wife 
  Thaalis! Nur’raek*khuun (who has accompanied him to en-
  sure access to her husband’s ear, over his other wives left 
  behind). His son Grish’naar! kuluu*luk’khaar is also present 
  within the bodyguard unit (to protect him from intrigue back 
  at court). Lord Xaar! glukk* rraer! khaan is also accompa-
  nied by his military commander Lur! *rukk! laan*khaa! ‘kan. 
  The remainder of the K’Kree contingent is made up of 20 
  bodyguards and a large number of servants and other fam-
  ily members, required due to the K’kree’s herd instinct. The 
  K’Kree troopers are equipped with TL7 assault rifles with 
  a handful of TL0 ACRS and RAM grenades provided by 
  the Steppelord. The Steppelord’s favor has not extended 
  to providing air cover or grav vehicle support. All K’Kree 
  troops are equipped with TL7 short range radios, whilst 
  the Lord Xaar! glukk* rraer! Khaan, General Lur! *rukk! 
  
  - 7 -
  laan*khaa! ‘kan and the two senior troopers in the body-
  guard detachment have TL long range radios, and night-
  vision equipment. 
  resPONse
  Captain Marstens will position her Marines around the 
  lakeside nearest the Mississinewa. This will give her troops 
  the best field of fire to protect both the ship and the fleeing 
  refugees. Mikhail will bolster these with his forces. 
  If the RCES Team members ask about attacking the col-
  umn further out, Mikhail will suggest they talk to the scout 
  that has just returned. Tuuvarr Blackfeather will tell the 
  RCES Team that his scout group is watching the advanc-
  ing column from the top of Blackstone. If asked Tuuvarr 
  will describe Blackstone as a large rock outcropping a 
  considerable way down the valley where the river makes a 
  sharp turn. If asked about nearer ambush sites, Tuuvarr will 
  remember the ford about 2km from the village. The ford is 
  in the middle of an open meadow, but has trees on its up-
  per slopes. The water is about knee deep but cold.
  It is up to the RCES Team members as to which ambush 
  site they choose. Tuuvarr estimates that the K’Kree column 
  will approach Blackstone in about 5 minutes.
  Cunning RCES Team members may attempt ambushes at 
  both locations. The main ambush occurring at Blackstone 
  and the column’s scout force being ambushed at the ford. 
  This will require co-ordination between the two groups of 
  ambushers. Ideally the ambush group at the ford (made 
  up of Mikhail’s warriors, stiffen by Marines from the Missis-
  sinewa) must be in radio contact with the forward ambush 
  force at the Blackstone. The size of the ambush force at 
  the Blackstone will be limited by the available grav trans-
  portation. Troops on foot (Mikhail’s warriors and the Missis-
  sinewa’s Marines) will only be able to reach the Ford before 
  the column’s scouts arrive. The forward ambush force will 
  have to allow the column’s scouts and forward elements 
  to pass, and be attacked at the ford before they attack the 
  bulk of the column as it crosses the river at the Blackstone.
  BlaCksTONe
  The Blackstone is a towering sandstone outcrop over 00m 
  tall that juts out from the valley side. The river flowing down 
  the valley is meandering through a meadow, when it sud-
  den hits the Blackstone and veers almost 90 degrees to the 
  east, before gradually resuming a south easterly flow.
  The meadow on the northern side of Blackstone is open 
  except for tall grass and the occasional clumps of trees. 
  The northern approach to the Blackstone is via a lightly 
  wooded gradually slope. The top of the Blackstone is heav-
  ily wooded, except for the point (about 0m) where it is 
  bare rock and short grass.
  On the southern approach to Blackstone there are rolling 
  hills on both sides, and the river runs close to the eastern 
  hill. The land is gently rolling with the occasional clump of 
  trees. This suddenly changes when it reaches the Black-
  stone. There the face of the Blackstone is lightly wooded 
  with 60 degree slopes interspersed with sheer sandstone 
  cliffs ranging in height from m to 4m high. The face is 
  climbable without special equipment, but the route is wind-
  ing and often requires the climber to use both hands. There 
  are only a few small flat areas on the entire face. There is 
  no route up the Blackstone for horses.
  The rebel patrol is currently encamped on the top of 
  Blackstone in the woods, watching the K’Kree column ad-
  vance up the valley. The K’Kree column will have difficulty 
  crossing at this point. They will have to use scouts to find 
  a crossing point in the river (actually just before the river 
  turns southeast against the side of the eastern hill), and 
  then prepare a ford (by reducing the riverbanks and dump-
  ing the spoil into the river) to allow the column to pass. 
  The water at this point will be waist deep. It is possible that 
  certain items like the cannon will have to be broken down 
  and moved across manually. It will take the column an hour 
  to cross the river and sort itself out on the other side. The 
  cannons and the baggage train will probably still be cross-
  ing the river when the vanguard moves off.
  The column’s scouts will reach the Blackstone within 5 
  minutes of the RCES Team talking to Mikhail. They will 
  scan the Blackstone and the northern meadow and pace up 
  and down the riverbank looking for a crossing point. After 
  about 5 minutes the second scout group will arrive, and 
  cross the river, whilst the first group provides cover. Five 
  scouts will cross and scout the northern meadow, whilst the 
  remaining 5 scouts will attempt to scale the southern face 
  of the Blackstone.
  The only way that the RCES Team can reach the scene 
  before the first scout units is to use grav vehicles. There 
  are two broomsticks in the Riggins Victrix pod, whilst the 
  Mississinewa possesses an air/raft. However, the RCES 
  Team members will have to move quickly in order to board 
  their craft and get to the site before the scouts arrive. The 
  RCES Team members and the Marines may take whatever 
  equipment they are carrying and one item each from the 
  Riggin’s stores. Tuuvarr will have to accompany them to 
  provide directions. Bear in mind the carrying capacity of the 
  broomsticks (2 persons, with personal equipment only) and 
  the air/raft (crew , passengers 5, cargo 7.45m3 or .86 
  tonnes).
  In order to arrive at the Blackstone before the scouts, but 
  without being spotted by the advancing scouts, the grav 
  vehicles will have to be flown NOE at twice safe NOE 
  speed. This can be accomplished by a TNe: Pilot (Interface 
  / Grav) Difficult task roll; CT: Air/Raft / Grav Vehicle, DM 0. 
  A failed roll results in a delay and the vehicle approaching 
  the Blackstone after the first scout party will have arrived. 
  
  - 8 -
  If the RCES Team members fly their grav vehicles across 
  the meadow, then any scouts will automatically spot their 
  approach. If they approach via the wooded area the scouts 
  will only detect them on a TNe: Difficult observation; CT: 
  Recon, DM 0, task roll for a broomstick or an TNe: Aver-
  age observation; CT: Recon, DM+2, task roll for the larger 
  air/raft. The grav vehicles approach will be out of range 
  of the crude muskets carried by the satrapy troops. The 
  RCES Team will have no time to prepare booby traps but 
  will be able to set-up any light crew-serviced weapons they 
  have brought. 
  The top of the Blackstone is currently held by Morgan Ap 
  Rhuun and her small band of six scouts (see NPC sec-
  tion at the end of this chapter). They have positioned 
  themselves undercover in the wooded area on the top of 
  the Blackstone, ready to harass the K’Kree column as it 
  attempts to cross the river. Ideally they would like to remain 
  concealed until high value targets are crossing the river e.g. 
  cannons or preferably K’Kree before commencing their am-
  bush. However, they may be forced to engage the scouts 
  instead. 
  If the RCES Team members fire at the scouts, especially if 
  the scouts have started climbing the outcrop, then the first 
  group of scouts will retreat to warn the main column. The 
  remaining scouts will attempt to get under cover and return 
  fire if they are able. They are waiting for the main column to 
  come and relieve them. If the RCES Team allow the scouts 
  to climb the outcropping and then dispose of them quietly, 
  they may then attempt to impersonate the scouts, an TNe: 
  Average Disguise task roll, CT: Streetwise / Recon DM+2, 
  if wearing a scout’s uniform, and signal that everything is 
  okay. If the RCES Team members maintain their deception, 
  the main column will march up to the river and start cross-
  ing under the RCES Team’s guns.
  The main column will reach the Blackstone 5 minutes after 
  the second group of scouts. If the main column is aware 
  that a rebel force is dug in on the top of the Blackstone, 
  they will form up several lines of novice troops, from the 
  main body, across the valley and attempt some massed 
  volley fires. If this seems to be having an effect, then 
  General Lur! *rukk! laan*khaa! ‘kan will continue with these 
  tactics.  However, if the massed volleys seem to be having 
  little effect (RCES Team members are too well armored or 
  dug in), or the RCES Team members are causing mas-
  sive casualties within the front ranks, General Lur! *rukk! 
  laan*khaa! ‘kan will send his veteran troops in flanking 
  maneuvers, and set up his cannon. He will use the front 
  ranks as decoys for his more experienced troops.
  If the RCES Team inflicts massive damage to the front 
  ranks, then there is the distinct possibility that these green 
  troops will break and run, despite the efforts of their NCOs. 
  The fleeing troops will run straight back through the rest of 
  the army spreading further panic and disrupting the col-
  umn’s formation. A general rout of the front ranks is likely 
  to cause the main body and the baggage train to panic and 
  flee the field. 
  If his flanking forces are neutralized or bogged down, or his 
  artillery is having no effect, General Lur! *rukk! laan*khaa! 
  ‘kan will resort to using long range fire from the K’Kree 
  bodyguard (ACRs and RAM grenades) in an attempt to 
  clear the top of the outcrop. If the bodyguard experiences 
  more than 4 significant casualties, General Lur! *rukk! 
  laan*khaa! ‘kan will withdraw his forces and make camp, 
  whilst he considers his options. This delay will be sufficient 
  to allow the necessary repairs to be made and to allow the 
  refugees to flee to safer locations.
  The FOrd
  If the RCES Team members decide to stage their ambush 
  at the ford, they will be able to reach the site in plenty of 
  time to arrange their ambush. The river runs down the 
  valley and enters the area on its northwest side through 
  a thick bank of trees. These trees cover the entire north-
  ern end of the area. The river then meanders through the 
  meadow, and exits the meadow in the middle of the south-
  ern face. The river runs about 20 meters from the tree line, 
  whilst on the southern side the meadow is approximately 
  200m East to West and 500m from the river to the South-
  ern entrance. Rocky outcrops about 50m apart border the 
  southern entrance to the meadow. The meadow itself is 
  covered in various mountain grasses growing about knee 
  high.
  The river is normally about waist deep except where it 
  enters the valley from the north where it is 2m deep and 
  fast flowing. The ford itself is only knee deep and about 7m 
  wide. It will take 2 turns for an infantryman to cross the ford.
  The RCES Team members are free to set up their forces 
  as they wish. They will be accompanied by Marine Recon 
  Team Bravo and up to 6 rebels if the RCES Team want 
  their help. The rebels can be considered to be veteran 
  troops and are armed with smoothbore flintlock muskets. 
  Unfortunately the Riggins does not carry mines or similar 
  defensive weapons. It does carry some explosives and 
  conventional fuse wire. 
  The PCs may want to prepare additional defenses or mines 
  to protect their position and deny positions to the enemy.
  q	 To make a landmine from the available explosives: 
  TNe: Average combat engineering task roll; CT: Demo-
  litions, DM+2.
  q	 To make a radio controlled detonator: TNe: Formidable 
  combat engineering task roll; CT: Demolitions / Elec-
  tronics, DM-2. The PCs will need to cannibalize a radio 
  communicator in order to have the necessary parts to 
  make a radio detonator. 
  
  - 9 -
  q	 To connect a simple fuse: TNe: Easy combat engineer-
  ing role; CT: Demolitions, DM+4.
  If the PCs are unable to make fuses, they can always set 
  off the explosives by impact from an energy weapon. 
  q	 To find a good location for a booby trap on the mead-
  ow: TNe: Average combat engineering task roll; CT: 
  Combat Engineering, DM+2.
  q	 To find a good location for a booby trap in the woods: 
  TNe: Easy combat engineering task roll; CT: Combat 
  Engineering, DM+4.
  q	 To find a good location for a booby trap in the river / on 
  the riverbank: TNe: Difficult combat engineering task 
  roll; CT: Combat Engineering, DM 0.
  q	 To improvise anti-personnel obstacles: TNe: Difficult 
  combat engineering task roll; CT: Combat Engineering 
  DM 0.
  q	 To emplace an explosive charge: TNe: Easy combat 
  engineering roll; CT: Demolitions DM+4
  q	 To camouflage an explosive charge or anti-personnel 
  obstacle: TNe: Average combat engineering task roll; 
  CT: Combat Engineering, DM+2.
  It will take 5 minutes to set each charge. Rules for the em-
  placement of mines are found on TNE Rulebook Page 303.
  The K’Kree column will reach the ford in two hours 5 min-
  utes and the scouts will arrive twenty minutes before the 
  main column. The scouts will check the ford and venture 
  into the forest about 0-5 yards before wheeling back to 
  the main column to report. 
  If the scouts report no enemy forces, then the column will 
  move up to the ford and cross it in good order. If the scouts 
  have encountered resistance, the main body of the army 
  will draw up on the meadow approximately 200m south of 
  the river. The main body will arrange itself into several lines 
  in preparation for massed volley fire. 
  If the scouts encounter mines or other anti-personnel 
  obstacles, then they will attempt to locate the mines (TNe: 
  Observation, Average; CT: Recon, DM+2). If the minefield 
  has been camouflaged, then the scouts will have to make 
  the following task roll to discover the mines (TNe: Observa-
  tion, Difficult; CT: Recon, DM 0). As the troops have no real 
  experience of high tech mines, they will be unable to probe, 
  mark or remove mines. If the scouts report mines, and their 
  general location General Lur! *rukk! laan*khaa! ‘kan is quite 
  prepared to send some of his novice troops to clear the 
  minefield by walking through it if necessary. This will have 
  a detrimental effect on the moral on the novice elements 
  within the column.
  The remainder of the army will mill around behind the front 
  ranks, with the exceptions of the veteran troops and the 
  K’Kree who will maintain their formations amongst the con-
  fused mass of novice troops and the baggage train.
  Once formed up, the front two ranks of the main body will 
  commence massed volley fires against any rebel forces at 
  the tree line. They will continue such tactics, with reserve 
  ranks filling the holes punched in the front lines by the 
  RCES Team’s weapons. 
  If the RCES Team members seem to be bunched up, or 
  have exposed units split from the main body, General Lur! 
  *rukk! laan*khaa! ‘kan will send units of his veteran human 
  troops across the river at other locations (taking D6 min-
  utes to cross the river) to engage these detached elements 
  or to perform flanking movements.
  The K’Kree will only bring their cannon or the K’Kree body-
  guard unit up against opponents that are obviously superior 
  to their satrapy troops (e.g. RCES Team members in heavy 
  RC battledress).
  The RCES Team will have to inflict severe casualties on 
  the main body to cause them to break ranks and flee. Only 
  a general breakup of the column will allow the refugees 
  sufficient time to flee to safer areas. However, if the RCES 
  Team can hold off the column until the ships are repaired, 
  then the Riggin’s Victrix could be diverted from its run to 
  orbit, to make a few passes over the column. An attack by 
  a starship will cause the column to break and run. However 
  it will expose the Victrix to any anti-aircraft weapons carried 
  by the K’Kree.
  BaCk aT The raNCh
  Whilst the RCES Team are attempting to delay the K’Kree 
  column, the rebels are gathering their livestock and posses-
  sions and making ready to flee further into the mountains. 
  Patrols of RC Marines from the Mississinewa and local war-
  riors scout the outer edges of the forest for the approaching 
  column. The main body of RC Marines has dug in, with its 
  limited supply of heavy weapons, in clumps of trees on the 
  opposite side of the lake at the base of the Mississinewa.
  Meanwhile in the Mississinewa’s engine room, newly pro-
  moted Chief Engineer Shrier Magemeneas and his three 
  able spacemen are attempting to reconnect the Mississin-
  ewa’s power plant and HePlaR drive. Any technical minded 
  RCES Team members can help. 
  q	 To disconnect monitoring and test equipment from the 
  jump drive: TNe: Easy Ships Engineering task roll; CT: 
  Engineering, DM+4. This will take 5 minutes. However 
  it can be done in 5 minutes if rushed with TNe: Difficult 
  Ships Engineering task roll; CT: Engineering, DM 0.
  q	 To reconnect the Jump Drive. TNe: Average Ships 
  
  - 20 -
  Engineering task roll; CT: Engineering, DM+2. This 
  will normally take 30 minutes, but with a TNe: Difficult 
  Ships Engineering task roll; CT: Engineering, DM 0, it 
  can be completed in 5 minutes. It should be noted, 
  that this just makes sufficient connections to allow the 
  power plant and HePlaR drives to be reconnected. The 
  jump drive will still require work whilst running for the 
  jump point.
  q	 To restore the power plant coolant circuits: TNE: Diffi-
  cult Ships Engineering task roll; CT: Engineering, DM 0. 
  This will normally take  hour, but can be shortened to 
  45 minutes with a TNe: Formidable Ships Engineering 
  task roll; CT: Engineering, DM-2.
  q	 To restore the fuel lines to the HePlaR combustion 
  chambers: TNe: Average Ships Engineering task roll; 
  CT: Engineering, DM+2. This will normally take  hour 
  but can be shortened to 45 minutes with a TNe: Dif-
  ficult Ships Engineering task roll; CT: Engineering, DM 
  0.
  Failure of any of these tasks requires the work to be done 
  again, taking 50% of the time before another task roll can 
  be attempted. Once all the connections have been remade, 
  the power plant can be restarted.
  q	 To start the fusion power plant: TNe: Average Ships 
  Engineering task roll; CT: Engineering, DM+2. Dura-
  tion D6 x 0 minutes. The power plant can be crash 
  started in D6 minutes, with a TNe: Formidable Ships 
  Engineering task roll; CT Engineering, DM-2. A failure 
  of a crash start task roll results in a delay of D6 min-
  utes before another crash start can be attempted. If the 
  attempt suffers a critical failure, then the power plant is 
  damaged, can not be crash started and will take D6 x 
  20 minutes to restart.
  Once power is available, the HePlaR drive can be prepared 
  with a TNe: Easy Ships Engineering task roll; CT: Engi-
  neering, DM+4, in D6 x 0 seconds.
  Shrier will take things nice and steady, just as if he was still 
  back at Jo’s garage. He will be ready to start the power 
  plant after 2 hours 45 minutes. Thankfully due to his yard 
  experience he can get the power plant started in only 25 
  minutes. Any RCES Team engineers can attempt to shorten 
  this time as detailed above.
  Once power is available, Captain Marstens will recall her 
  Marines and prepare for launch, whilst signaling the Rig-
  gin’s Victrix to do the same. If the K’Kree column has ar-
  rived and is engaging the Marines, then Maeve will use her 
  laser turrets to annihilate the front ranks. This will cause the 
  K’Kree column to flee into the woods in disorder, and will 
  allow sufficient time for the Marines to be recovered and 
  the rebels to make it to safety in the mountains.
  uNwelCOMe arrival
  If the K’Kree column makes it past the RCES Team’s 
  ambush, then they will soon appear in the forest by the 
  rebel camp. The scout will lurk in the forest and attempt to 
  spot rebel positions. Hopefully rebel patrols will detect and 
  neutralize the scouts.
  The main body will soon push up through the woods, 
  although the trees will disrupt their formations. Once out of 
  the trees, the NCOs will get the main body formed up into 
  several lines for massed volley fires. Veteran troop units 
  will take flanking positions. General Lur! *rukk! laan*khaa! 
  ‘kan will set up his cannon in the middle of his formation, 
  shielded by the front ranks. Once the cannons are ready, 
  the front ranks will part to allow a volley of cannon fire. 
  General Lur! *rukk! laan*khaa! ‘kan will use canister shot 
  against massed rebel ranks (including civilians) but will use 
  solid shot if engaging RC Marines at significant ranges. 
  General Lur! *rukk! laan*khaa! ‘kan will keep his K’Kree and 
  half his veterans in the woods as a reserve. 
  As soon as he is able, General Lur! *rukk! laan*khaa! ‘kan 
  will order his ranks to advance from the edge of the forest 
  into the valley. This will allow his reserves out of the woods, 
  and significantly improve the morale of the K’Kree who 
  were feeling claustrophobic amongst the trees.
  Mikhail can gather no more than 200 musket armed vet-
  eran troops to oppose the column. 
  If General Lur! *rukk! laan*khaa! ‘kan’s forces win this bat-
  tle they will trample the fleeing refugees and will leave no 
  survivors.
  TiMeliNe
  0
  News of the K’Kree Column 
  reaches the valley
  5 minutes
  First satrapy scouts reach the 
  Blackstone
  30 minutes
  Second Satrapy scouts reach the 
  Blackstone and start climbing
  45 minutes
  Main column reaches the Black-
  stone and starts to cross the river
   hour 45 minutes
  Main column has crossed the river 
  at Blackstone
   hour 55 minutes
  Both satrapy scout groups reach 
  the ford
  2 hours 5 minutes
  Main column reaches the ford and 
  starts to cross
  2 hours 35 minutes
  Both scout groups reach the valley
  
  - 2 -
  2 hours 45 minutes
  Repairs on the Mississinewa’s 
  drives are complete
  2 hours 55 minutes
  Main column reaches the valley 
  and commences its attack.
  3 hours 0 minutes
  Power plant on the Mississinewa is 
  ready.
  3 hours 20 minutes
  RC Marines embarked.
  BlasT OFF
  Once power has been restored and any ground forces re-
  covered, both RCES vessels will blast for orbit at 3G. They 
  are making all haste to get out of range of any alert PADM 
  positions. It will take 9 minutes to reach orbit at 3G. Maeve 
  will order any of her guns that bear to fire on the K’Kree 
  column as they ascend, if the column still posses a threat 
  the Mikhail’s people.
  Once the RCES vessels reach orbit, the K’Kree will launch 
  a volley of TL9 PADM’s from their remaining PADM em-
  placement. Details of these missiles are presented below:
  TNe:
  q	 TL9 Dual Mode Advance IR Homing: Short Range 
  20km, Maximum Range 2036km,  
  Maximum Speed 6367km, Agility 6, AV 3,
  q	 20ktn TL9 warhead: Hits D6, Damage /-35, Range 
  0.
  CT:
  q	 High Guard Factor 3 Nuclear Missiles
  Any RCES Team members monitoring the planet, have the 
  normal chances of detecting the missile launch using the 
  sensor detection rules presented within the TNE rulebook. 
  If the RCES Team make a second sensor sweep, they may 
  detect another launch. The new contact has the following 
  characteristics.
  q	 Target Size Very Small, EMMR, TL5 EMS Jammer, 
  TL5 Area Jammer, TL decoys.
  The new contact is putting out considerable interference 
  and other electronic warfare countermeasures. It would be 
  a reasonable assumption that it is a warship of some kind. 
  The new contact is accelerating through the atmosphere at 
  a full 6 gravities. It will clear the atmosphere in 3 minutes.
  If informed of this new contact, Captain Maeve will order 
  both vessels to accelerate out of Kennebunk’s gravity well 
  at a full 3G, so as to engage this new threat outside the 
  range of the PADM battery.
  sTraNGe eNCOuNTers
  Once out of Kennebunk’s gravity well, the RCES vessels 
  can prepare to engage the contact following them. It is 
  actually Steppelord Tulaa’ ggr’ al* Kurruk*laa*khaan’s ace 
  in the hole, a TL5 Imperial Avian Class Heavy Fighter (see 
  Appendix A) crewed by a loyal satrapy human pilot.
  As the fighter approaches it will raise its jamming to fully 
  power and liberally deploy decoys. However, any RC 
  sensor officer or RCES Team member will notice that the 
  majority of the jamming and decoys are actually between 
  the fighter and Kennebunk on a TNe: Average Sensor’s 
  task roll; CT; Computer / Sensor, DM+2.
  Then the Riggin’s Victrix will pick up a maser transmission 
  from the fighter. The transmission shows a human pilot.
  “Hello, alien vessels”. The pilot will look relieved if a human 
  face is beamed back. “This is K’Kree fighter Hawk request-
  ing permission to talk to your captain.”
  If Captain Costello returns his communication, or someone 
  stands in for the Captain, the fighter pilot will carry on.
  “Thank you Captain, This is Gregorii Skimiish pilot of the 
  Hawk, I have a proposition to make. Those accursed 
  K’Kree have forced me and my fellow pilots to fly this beau-
  tiful ship against our free brothers and blast them using its 
  weapons. If we refuse or we attempt to destroy the fighter, 
  they have our families and friends as hostages and will 
  kill our families and even the entire towns where each of 
  us were born. If we land it amongst the rebels, Steppelord 
  Tulaa’ ggr’ al* Kurruk*laa*khaan has vowed to destroy the 
  area with a PADM. Tulaa’ ggr’ al* Kurruk*laa*khaan cur-
  rently maintains his PADM’s for space defense but is not 
  adverse to using one to stop the humans gaining control of 
  the fighter.”
  “Then you appeared, and I resolved to remove myself and 
  my charge from the K’kree’s grasping hand. I will launch 
  more decoys, increase my jamming and launch a missile 
  set to explode, if you can fire your lasers close to my posi-
  tion. I can then dock my fighter with your ship and escape 
  the K’Kree. They will not be able to see thanks to the sen-
  sor white-out from the missile detonation. They will think my 
  ship destroyed and not retaliate against the hostages. What 
  say you?”
  Riggin’s XO will point out that this will let the fighter ap-
  proach very close to both RC vessels. A laser shot or 
  missile from that range (or even inside the Mississinewa’s 
  hanger) could cripple each ship. There would be no time for 
  anti-missile fire. A direct nuclear missile hit would destroy 
  either RC vessel.
  Captains Marstens and Costello will look to their XO’s and 
  the RCES Team members for suggestions.
  In actual fact Gregorii is being completely honest in his 
  offer to defect and present the RC with this Imperial era 
  fighter. It will even fit into the vacant hanger on the Missis-
  
  - 22 -
  sinewa, and would provide valuable extra firepower in the 
  battle against Ernest’s forces.
  If the RC agrees, Gregorii will jettison a number of decoys 
  and a missile, which will detonate close behind the fighter. 
  He will then skillfully dock his fighter in the Mississinewa’s 
  hanger and cut all emissions.
  q	 To create the appearance of a hit: TNe: Gunnery (En-
  ergy Weapon) Difficult task skill roll; CT: Gunnery (En-
  ergy Weapon), DM 0. Failure indicates that the K’Kree 
  might not be fooled. A catastrophic failure results in a 
  hit on the fighter.
  If the RCES decline his offer, Gregorii will be forced to at-
  tack, in order to prevent the K’Kree massacring the hos-
  tages. He will however, use his skills to avoid hitting the 
  RC vessels whilst still attempting to present a good show 
  for the watching K’Kree. As Gregorii is flying the fighter 
  on his own, he can only operate one weapon system at a 
  time. Deduct Gregorii skill levels from his attempts to hit 
  the RC vessels until, the RC vessels either destroy him or 
  break off. If Gregorii is still easily defeating the RC ves-
  sels despite his best efforts not too, then he will scuttle his 
  fighter when an RC weapon detonates close to his position, 
  hoping that the K’Kree will not notice his deception and kill 
  the hostages.
  If the RCES Team deduces what Gregorii is doing, they 
  can contact him via a tight beam transmission and agree to 
  his offer and he will carry out his plan to defect even in the 
  middle of the battle.
  With the fighter onboard or otherwise dealt with, both ves-
  sels can run to the jump point and jump for Ebekhar and 
  the missing sensor drone.
  NPCs OF keNNeBuNk
  Morgan ap rhuun 
  Patrol leader.
  Experienced NPC, 
  Human female, age 26, 
  Classic Traveller
  uPP: 787538
  skills: Archery-2, Leader-2, Tracking-2, Dagger-, Gr. 
  Tactics-, Longsword-, Riding-0, Swim-0.
  TNe:
  uPP: 787538-0-8
  Combat assets: Armed martial arts (Long bladed weap-
  ons) 3/2; Archery (Long bows) 3/2
  Other assets: Survival 5/3; Tracking 4/2; Stealth 4/2; 
  Navigation (land) 4/; Hunting 4/2.
  Motivation: 
  Years of guerilla fighting have made her merciless towards 
  the K’Kree, and their satrapy soldiers. It is completely 
  rational to her that killing them all is the only way to resolve 
  the war. She has never known a life without the K’Kree or 
  their atrocities.
  Morgan while the fiercest among Baarin’s Leaders, melts at 
  the smile from a child, and yearns for the day she can set 
  aside her weapons and raise her own. The contrast is star-
  tling, seeing a bloody-handed woman hugging & laughing 
  with a young child greeting them back from a foray.
  appearance: 
  Unlike the men, who have shorn their hair as warriors, the 
  women who fight of the rebels, aside from wearing men’s 
  clothes cut their hair in mannish styles. Morgan is one 
  such. She is brown-eyed and haired, as tall as the average 
  man, and walks with a limp from a centaur’s armor-shod 
  hoof attack. She wears a baggy long tunic, baggy trousers, 
  and leather armor. Her feet are unshod, dirty, and more 
  callused than any farmer’s hand. If given time, she cleans 
  up nice, but dressed for war; no one would ever guess she 
  was pretty.
  refereeing: 
  Morgan is one of dozens of patrol leaders under Baarin’s 
  banner. Her tribe was destroyed & scattered by K’Kree 
  forces and airpower. As no man of her tribe was left alive, 
  she came and took knee leading what was left of their vil-
  lage here. Baarin recognized her claim to lead, based on 
  her quiet courage to lead her 34 surviving kinfolk to safety, 
  and the three K’Kree Skulls she offered. An only daughter, 
  Morgan was raised as a boy, and is a natural shot with any 
  bow weapon.
  Gregorii skimiish 
  K’Kree Satrap-Space Fighter Pilot:
  Veteran NPC, 
  Human male, age 34. (4 terms)
  Classic Traveller
  uPP: 9A9578
  skills: Pilot-3, Auto Pistol-2, Gunnery-2, Vac suit-, Riding-
  0, Swim-0.
  TNe:
  uPP: 9A9878-0-5
  Combat assets: Slug thrower (pistol) 4/3; Gunnery (En-
  ergy weapons) 2/9; Gunnery (Missiles) 2/9
  Other assets:  Survival 5/4; Pilot (interface grav) 3/3; 
  Environment Suit 2/2; Zero G Environment 2/2; Commu-
  nications /8; Computer /8.
  
  - 23 -
  Motivation: 
  Gregorii hates the K’Kree and to this end, will do whatever 
  it takes to put this technological wonder forever from K’Kree 
  clutches, even sacrifice his family’s lives. Gregorii will sur-
  render the fighter to RCES forces, even if they kill him later, 
  just so long as his K’Kree masters cannot have it.
  Gregorii’ s flying of a state of the art former Third Imperium 
  fighter means killing, using its weaponry, and he knows just 
  how to maximize all of its equipment. Yes, he has killed, but 
  the nightmares of his gun cameras, and witnessing what 
  his aerial strikes have done, paraded by the K’Kree to cow 
  lesser tribes into dominion bring him no joy.
  He can “fit in with his fellow pilots” and his K’Kree Masters. 
  But Gregorii’ s conscience will not let him rest till he has 
  expunged his guilt by death in battle cleanly.
  appearance: 
  Gregorii is straw blonde-haired, brown-eyed, standing at 
  just under 6’, and 82 kilos, with an easygoing smile, and 
  half-lidded gaze many take (especially his K’Kree masters) 
  for deference and respect. His flight suit is worn, but pre-
  sentable. He has a 0mm Snub revolver holstered under 
  left arm, which he will surrender (it is empty of all but one 
  bullet).
  refereeing: 
  Gregorii Skimiish, is the “pet” pilot of the Imperial 50dtn 
  Space Fighter in the Satrapy Forces that have sided with 
  their K’Kree TEDs. He is personally sickened that he and 
  this magnificent machine are used to hunt and kill unarmed 
  defenseless members of his own kind. To that end, he has 
  sworn to himself to escape with the machine, to prevent 
  its further use against humanity, even though the reprisals 
  against his family will mean their deaths. He has no wife, or 
  children himself, and his brother is a bureaucratic toady for 
  the K’Kree anyway, whom he despises.
  Gregorii’ s escape to the RCES is his choice. He will be 
  startled they do not execute him once aboard the Mis-
  sissinewa. He is a man looking for a way to die. Short of 
  strapping him into an autodoc, no one can stop him. He will 
  seek the first opportunity to do so, in his own way, to repay 
  the debt. He loves flying, but his conscience cannot be as-
  suaged by mere words.
  rebel scouts
  Veteran NPC’s
  The rebel scouts consist of a variety of humans drawn 
  from local rebel tribes, and refugees that have escaped the 
  tyranny of their K’Kree overlords. They are Veteran troops, 
  having escaped and fought the K’Kree and their satrapy 
  forces for years. They are typically armed with a smooth 
  bore flintlock musket (taken from satrapy troops), hunting 
  bows, and large knives. They do not usually wear body 
  armor of any sort.
  Classic Traveller
  uPP: 678536
  skills: Archery-2, Rifle-2, Tracking-2, Dagger-1, Gr. Tac-
  tics-, Longsword-, Riding-0,  
  Swim-0.
  TNe:
  uPP: 678536-0-9
  Combat assets: Early Firearms (musket) 3, Archery 3, 
  Armed Martial Arts 3
  Other assets: Stealth 3, Observation 3, Survival 3, 
  Tracking 3.
  satrapy Forces
  The K’Kree have imposed their military structure on the hu-
  man satrapy forces. They have effectively introduced con-
  scription and the majority of the troops are simple farmers 
  serving out their term. The novice troops are stiffened by 
  experienced NCOs who are career soldiers who remained 
  in the military following their term of service. The K’Kree 
  maintain several units of Veteran troops, career soldiers 
  with experience of hunting down fleeing refugees and rebel 
  human G’naak. The Veteran troops are treated well and 
  have considerable status amongst the human population. 
  They are issued breastplates as a sign of their position.
  human Novice Troops
  Classic Traveller:
  uPP: 667535
  skills: Rifle-1, Longsword-1.
  TNe:
  uPP: 667535-0-4
  Combat assets: Early Firearms 9, Armed Martial Arts 9
  Other assets: 
  None
  Human Experienced Troops
  Classic Traveller
  uPP: 768535
  skills: Rifle-2, Dagger-1,Tactics-1, Leader-1, Longsword-1.
  TNe:
  uPP: 768535-0-6
  Combat assets: Early Firearms , Armed Martial Arts 
  Other assets: Survival 0, Leadership , Ground Tactics 
  .
  human veteran Troops 
  Classic Traveller:
  uPP: 779535
  skills: Longsword-2. Rifle-2, Tactics-2, Dagger-1, Leader-
  , 
  
  - 24 -
  TNe:
  uPP: 779535-0-4
  Combat assets: 
  Early Firearms 3, Armed Martial 
  Arts 3
  Other assets: Survival 2, Leadership 3, Ground Tactics 
  3.
  Breastplate AV 0(2)
  lord xaar!glukk* rraer! khaan 
  Experienced NPC
  uPP: 7778AB-0-A 
  Lord Xaar!glukk* rraer! Khaan is a typical K’Kree minor 
  landowner, and is more worried about maintaining his 
  court than conducting expeditions into the claustropho-
  bic wooded mountains to exterminate G’naak. He treats 
  rebels like a farmer treats vermin, to be exterminated 
  when they enter his lands but not deliberately sought out. 
  He has been ordered onto this mission by the Steppelord 
  and is dutifully if unimaginatively carrying out his duties. 
  He has pulled the majority of his satrapy forces from his 
  lands and assigned them to the command of General Lur! 
  *rukk!laan*khaa! ‘kan. Lord Xaar!glukk* rraer! Khaan is 
  merely present to claim the glory, and to prevent General 
  Lur! *rukk!laan*khaa! ‘kan gaining it in his place.
  Lord Xaar!glukk* rraer! Khaan will not enter combat, and it 
  is unlikely that the PCs will get close enough to him to inflict 
  any harm.
  First wife Thaalis!Nur’raek*khuun
  Novice NPC
  uPP: 56669B-0-9
  First Wife Thaalis!Nur’raek*khuun is a scheming manipu-
  lative K’Kree, whose primary aim is to ensure her son 
  become the next lord, when Xaar!glukk* rraer! Khaan 
  dies. She is attempting to defend her position from Lord 
  Xaar!glukk* rraer! Khaan’s other wives who are trying to 
  maneuver their offspring into the position of first heir. She 
  has accompanied Lord Xaar!glukk* rraer! Khaan on this 
  campaign purely to ensure she retains access to her lord’s 
  side. She has dragged her son along to ensure that he 
  is not the victim of an unfortunate accident back at court 
  whilst she is away. 
  First Wife Thaalis!Nur’raek*khuun will not enter combat, 
  and it is unlikely that the PCs will get close enough to her to 
  inflict any harm.
  First heir Grish’naar!kuluu*luk’khaar
  Novice NPC
  uPP: 77768A-0-8
  First heir Grish’naar!kuluu*luk’khaar has been assigned 
  to Lord Xaar!glukk* rraer! Khaan’s bodyguard unit as its 
  leader, a fitting position for the First Heir. Unfortunately 
  Grish’naar!kuluu*luk’khaar is more use to court politics than 
  the battlefield and has only limited military training. He is 
  expected to lead, and has had some training in leadership, 
  but is not a field commander. He has a very low opinion of 
  humans; even ones converted to vegetarianism and will 
  torment any human troops near him. He considers rebel 
  humans as G’naak of the worst kind and will happily tram-
  ple them underfoot.
  General lur! *rukk!laan*khaa! ‘kan
  Elite NPC
  Classic Traveller:
  uPP: 767AAA
  skills: Leadership-4, Tactics-4.
  TNe:
  uPP: 767AAA-0-C
  Other assets: Leadership 5, Ground Tactics 5, 
  General Lur! *rukk!laan*khaa! ‘kan is a former officer of 
  Steppelord Tulaa’ ggr’ al* Kurruk*laa*khaan, posted to this 
  fiefdom to take active control of the satrapy forces under 
  Lord Xaar!glukk* rraer! Khaan. Technically he is under the 
  command of Lord Xaar!glukk* rraer! Khaan, but is a far 
  more competent commander. 
  General Lur! *rukk!laan*khaa! ‘kan recognizes the useful-
  ness of human satrapy troops and other servant races, and 
  as a good commander will ensure the good treatment of 
  his human forces. He will not expend them lightly, although 
  novice troops have generally not earned his respect and 
  are more likely to be scarified for the needs of a battle plan. 
  However, General Lur! *rukk!laan*khaa! ‘kan is quite willing 
  to sacrifice every human in the army to protect K’Kree lives 
  and the rulership of his Steppelord. He also hopes that a 
  successful campaign will gain him sufficient favor to be 
  granted a fiefdom, such as the one Lord Xaar!glukk* rraer! 
  Khaan currently rules!
  General Lur! *rukk!laan*khaa! ‘kan will remain out of range 
  of the PCs weapons, but can be considered to have the fol-
  lowing relevant assets:
  k’kree Troopers
  These are veteran troops acting as bodyguards for Lord 
  Xaar!glukk* rraer! Khaan, and as such are amongst the 
  best of his troops. Unfortunately, the bodyguards is a pres-
  tigious unit, and several political appointees are within the 
  ranks including the Lord Xaar!glukk* rraer! Khaan’s son. 
  They are armed with TL7 assault rifles, TL10 ACRs and 
  have approximately a dozen RAM grenades between them. 
  They use ballistic weave vests and helmets as standard.
  
  - 25 -
  k’kree veteran Troops
  Classic Traveller:
  uPP: 767547
  skills: Auto Rifle-3, Cutlass-2, Tactics-1.
  TNe:
  uPP: 767547-0-6
  Combat assets: Gun Combat (Slug Rifle) 13, Armed Mar-
  tial Arts 3
  Other assets: Ground Tactics , 
  Ballistic weave vests and helmets AV
  satrapy equipment
  smoothbore Flintlock Musket
  A single shot ball and black powder musket. The power is 
  normally contained within paper cartridges, but the musket 
  can use loose gunpowder. It takes 2 actions to reload using 
  the paper cartridges, loose powder requires an additional 
  round. The musket is also equipped with a bayonet lug.
  TNe: Penetration: Nil, Damage Rating: 3, Short Range: 
  30m, Recoil SS: , Bulk: 8
  CT: As Carbine -2
  9.5cm light Field Gun
  A smooth-bore horse artillery piece weighing .6 tonnes, 
  and requiring a crew of 4. The cannon takes 38 turns to 
  set up and 4 rounds to reload after each shot.
  TNe:
  9.5cm shot:  
  Short Range 30m, Damage Value 2, 
  Penetration Value 5-4-4-2
  9.5cm Canister: Danger Space 6x65, Damage Value 2D6 
  primary radius / D6 secondary radius, Penetration Value 
  -Nil
  CT: 
  9.5cm shot: As 4cm RAM Grenade, HE
  9.5cm Canister: As 4cm RAM Grenade, Flechette.
   
  
  - 26 -
  ChaPTer 4 - reTurN TO eBehkar
  With a faint lurch, the Riggins Victrix will propagate out of jump space in the Ebekhar system. Two hours later, the Mis-
  sissinewa will flicker into existence only 50,000km away. The two RCES vessels are soon heading in-system towards a 
  refueling point and last known location of the Mississinewa’s sensor drone.
  lOOkiNG FOr The drONe
  The Mississinewa deposited its sensor drone several hundred thousand kilometers out from the Charybdis gas giant both 
  as a early warning device as the Mississinewa approached to refuel, but also as a monitor as the ship moved in system. 
  The drone may have detected activity when the vampires attacked the Mississinewa. Unfortunately, sensor sweeps and 
  activation code transmissions to its original position reveal nothing. Obviously the drone has moved or been destroyed.
  If the drone ran out of power - a distinct possibility, then it would have drifted, under the effects of the gas giant’s gravita-
  tional field.
  q	
  A TNe: difficult survey or astrogation; CT: Survey / Navigation, DM 0, task roll will allow sufficient readings to be 
  taken to allow the local gravitational field to be determined.
  q	
  A TNe: Average astrogation; CT: Navigation, DM+2, task roll will then allow an approximate position for the drone 
  to be determined.
  Once the Riggins Victrix and the Mississinewa have arrived at the correct area, they can begin sensor sweeps to locate 
  the drone. The sensor scans can be performed using the standard sensor rules within the TNE rulebook. The drone is an 
  un-powered, very small target. Once located the drone can be brought aboard the Mississinewa and its memory recov-
  ered.
  The memory banks will show the arrival of a large Imperial era 30ktn Bulk Freighter at the gas giant. Three SDB’s will 
  emerge to escort the bulk freighter whilst it refuels. Sharp-eyed team members will recognize the SDB’s as identical to 
  those deployed by Lillian. This will be a worrying development, especially if the RCES Team members have not previously 
  detected and dealt with Ernest’s watchers.
  Once the bulk freighter has refueled, a type A2 Jayhawk Far Trader will leave via one of the large cargo doors and pro-
  ceeds in-system. This is the vessel the Mississinewa detected and which triggered the vampire SDB attack. It is obvious 
  that the Bulk Freighter is the source of the Guilded Lilly. The bulk freighter will then spend several days orbiting the gas 
  giant before moving away and jumping.
  daTa aNalysis
  An Imperial remnant who has served with a large Imperial era corporation will be able to recall the basic specification for 
  this type of bulk freighter from memory with a TNe difficult intelligence; CT: Intelligence, DM 0, roll. A search through the 
  ship’s data banks will reveal the same information on a TNe: difficult computer; CT Computer, DM 0, task roll.
  q	
  Imperial Bulk Freighter
  q	
  30ktn, Unstreamlined Slab, J3, M, Unarmed.
  A Intelligence task roll (TNe: Average; CT: DM+2) will reveal that the freighter performed a complete refueling run, and the 
  time it remained in orbit is consistent with it refining a full load of jump fuel. Intelligent team members will probably realize 
  that Ernest’s Base is Jump 3 from Ebekhar.
  erNesT’s waTChers
  The three Solace Class SDB’s that Ernest has secreted within the atmosphere of the gas giant will observe the RCES 
  activities discretely using passive sensors. They will obey their orders to gather data and make no offensive moves.
  
  - 27 -
  If the RCES vessels begin to scan for the SDB’s based upon the recovered information from the drone, the SDB’s will 
  hide. If one is detected it will engage the RCES vessels whilst the other two hide. If the RCES vessels detect two or more 
  SDB’s and make this obvious to the SDB’s, e.g. fire control locks, then two SDB’s will engage whilst the third will hide. 
  Their primary objective is to survive and report to the next vessel that enters the system from Ernest’s base.
  POssiBle CONTeNders
  A quick check through the sector database (TNe: Average computer task roll; CT: Computer,, DM+2) will identify the fol-
  lowing worlds as being within Jump 3 of Ebekhar. A second computer task roll (TNe: Average; CT: DM+2) will call up the 
  9 survey data for these worlds.
  world
  hex
  uwP
  Bases
  Trade Code
  TPPG
  al
  star
  iusea subsector
  Hammett
  328
  D20052-C
  Ni Va
  224
  LI
  M4 V M4 D
  Iqorr
  426
  B435488-F
  Ni
  62
  LI
  M0 V
  Kennebunk
  530
  C69469D-9
  Ni Ag
  A80
  LI
  G2 V M6 D
  St Denis
  630
  C09CB-F
  Hi In Na
  902
  LI
  A3 III
  The Blight subsector
  Iiselu
  826
  B557563-C
  Ni Ag O:628
  802
  LI
  M V
  ChOiCes
  The RCES now have to determine which of the worlds to investigate to locate Ernest’s hidden base. The following infor-
  mation is provided for Referees to respond to queries from the team.
  haMMeTT
  Current UWP: X200000-0 
   
  Va Ba 024 
  -- 
  M4V M4D
  Hammett is Jump 3 from Ebekhar, and its technology base is comparable with the robots used by Lillian and used to build 
  the Guilded Lilly. However Hammett only had a relatively small population and more importantly only a D class starport 
  incapable to building even non-starships.
  referees information:
  Hammett was affected badly by the Hard Times following the Final War. The starport was reduced to a Class E, technol-
  ogy dropped to TL4, and its government became a dictatorship. The world was classified as failing. To stave off final col-
  lapse they purchased a modular TL6 modular rocket system from Cheetah. This solid rocket booster spaceship was used 
  to mine ice from other worlds in system to supply the water / oxygen needs of Hammett. 
  Unfortunately after the Collapse, no more solid rocket boosters were available from Cheetah and the entire planet died of 
  thirst. In the New Era, Hammett is a dead world with little salvage, except for a primitive TL6 spaceship. Hammett visited 
  by Guild salvage crews on a very infrequent basis.
  iQOrr
  Current UWP: X435000-0 
   
  Ba 
  02 
  -- 
  M0V 
  Iqorr is also Jump 3 from Ebekhar and does possess a Class B starport capable of building non-starships and maybe be-
  ing upgraded to produce starships. However, its population base is even smaller than Hammett, and its technology level of 
  5 is considerably higher than vampire equipment encountered so far.
  
  - 28 -
  referees information:
  Iqorr was part of the Imperial supply line to the rim during the final war and was subject to a Solomani strike that destroyed 
  the starport. Its technology regressed to TL5 during Hard Times. In late 28 the planet was taken over by a large Ripper 
  gang (equipped with three starhips) from Jeddel who took large numbers of child hostages to ensure their psychopathic 
  rule. 
  The Virus killed the world in 30 and also disabled two of the Ripper gang’s starships. The Virus infected the remaining 
  starship and started to mimic the Ripper gang members on board. It horribly tortured the last Ripper to death two months 
  later.
  The remaining Virus reactivated the two disabled vessels. Now all three vessels, a 600tn Solomani Endeavor class patrol 
  frigate, a 400tn Imperial Gazelle class close escort and an Imperial 000tn Xboat tender are infected with homicidal Virus 
  strains. All three vessels are non-Jump capable due to deletions in their memory banks. The Xboat tender and its onboard 
  workshops have managed to keep the ships operational (no automatic critical damage for these vessels). The patrol frig-
  ate and the Xboat tender are in orbit around Iqorr, and the Gazelle performs periodic refueling runs out to the gas giant. 
  All three ships are infected with truly psychotic Hobbyist strain of Virus ands will attack if there is a remote chance of vic-
  tory. Any RCES personnel captured can expect a slow death by torture. Thankfully the RCES are liable to encounter the 
  Gazelle first as it performs a refueling run. If the Gazelle can be successfully defeated, then the Riggins Victrix and the 
  Mississinewa will have time to disengage, refuel and jump out of the system before the remaining vampires can arrive.
  The Endeavor Class Solomani patrol frigate was featured in FASA’s Adventure Class Ships Volume . If this source is 
  unavailable the referee should substitute an equivalent light warship. 
  keNNeBuNk
  Current UWP: E6946Q3-4 
   
  Ag Ni 
  B90 
  Wi 
  G2V M6D 
  Kennebunk is only Jump 2 from Ebekhar, and most importantly has recently been visited by the Riggins Victrix and the 
  Mississinewa was stranded on the world for over a year. Kennebunk is under the domination of the K’Kree not Ernest’s 
  vampires.
  referees information:
  The situation on Kennebunk has been detailed in Chapters 2 and 3.
  sT deNis
  Current UWP: X0000-0 
   
  Ba 
  002 
  -- 
  A3 III 
   
  St Denis again is only Jump 2 from Ebekhar, less than the anticipated jump of the Bulk Freighter. It was a large highly 
  advanced industrial world with a population in the billions. However, it only possessed a Class C starport incapable of 
  manufacturing any sort of vessel. Again its technology level at 5 is considerably higher than the vampire equipment en-
  countered so far. 
  Most importantly the Mississinewa passed through the St Denis system on her original voyage. They encountered a large 
  human corsair band consisting of two Type P corsairs and two Type S scout ships. The presence of a human corsair band 
  would tend to preclude the presence of active vampires.
  referees information:
  St Denis is dead, killed by suicider strains of the Virus in 30, and the arrival of a vampire cruiser not long afterwards. 
  The main world is a gold mine of TL5 /  salvage, including orbiting factory stations. Unfortunately part of the planetary 
  defense network is still operating and can field a force of 25 100dtn high agility missile armed SDB’s under robot control. 
  The robots and planetary defense base are not infected but were programmed to guard the main world and its orbiting 
  facilities. 
  
  - 29 -
  One of the moons of an outer gas giant houses a series of domed habitats taken over by a moderately large pirate band. 
  They can field two operational Type P corsairs and possibly two Type S scouts, depending if they have been repaired or 
  raided for parts. The base also includes a fixed missile turret as a last line of defense. The pirates have full crews for all 
  their vessels together with another 5 men assigned to the base itself.
  iiselu
  Current UWP: B55756D-2 
   
  Ag Ni 
  B302 
  Wi 
  MV
   
  Iiselu is the required distance from Ebekhar – Jump 3. It is also suitably isolated and has not been visited by an RCES 
  vessel. Shrier also has no information on this world. Its population was small but it did boast a Class B starport capable of 
  building non-starships and maybe being upgraded to produce starships. And its technology base is comparable with the 
  robots used by Lillian and used to build the Guilded Lilly.
  referees information:
  Iiselu is the actual location of Ernest’s base of operations, and is detailed in the following chapters.
  CONTaCTiNG The eBehkariaNs
  If the RCES attempt to contact Colonel Westonhaus of the Ebekhar provincial government, they will eventually get in con-
  tact with a minor functionary in charge of the radio communications. He will quickly pass them onto higher authority. 
  Within twenty minutes, a General Borgas will come on the line. The general sounds hostile and ill tempered. He will de-
  mand that the Riggins Victrix does not approach Ebekhar under threat of attack by the planetary defense missiles and any 
  remaining SDB’s. He will refuse to discuss things further with interfering off-worlders that have undermined the pre-des-
  tined balance of power and the place of the Ebekharian ruling elite.
  Attempts / requests to talk to Colonel Westonhaus are curtly denied.
  About half an hour after the short conversation with General Borgas, a faint radio signal from Hope will be picked up. Dr 
  Imhotep is attempting to call the Riggins Victrix. The radio signal wavers in and out, but coaching from the Riggins com-
  munications officer will ease the operator’s nerves and allow a more normal conversation to be held.
  Dr Imhotep is glad that the RCES Team has returned, and asks if they have returned with supplies from the Reformation 
  Coalition. She will be disappointed when the team members point out the realities of interstellar travel, but the return of 
  the RCES Team will boost the morale of the clans.
  The clans have returned to their agricultural life-style although the additional space, electric power and the medical facili-
  ties of the core have greatly added the overall quality of life. The medical facilities of the core have allowed Dr Imhotep to 
  finally care for her patients and the Doomed Clan is now alive and vibrant. The clans have even formed a clan council to 
  mediate disputes and control certain common equipment. 
  She will invite the RCES Team to visit and see their progress, and will ask for help against the new Ebekharian govern-
  ment. The clans have been unable to venture out onto the surface for fear of attacks by the new government who blames 
  them for the fall of Lillian and the loss of their off-world benefactors.
  The Ebekharian government radio will then interrupt the broadcast from Hope, and threaten both the Hope colony and the 
  Riggins with nuclear attack if the Riggins approaches Hope. The only bright spot is that Ebekhar does not appear to have 
  detected the Mississinewa.
  COverT aPPrOaCh
  The navigators of both the Riggins Victrix and the Mississinewa believe that a covert approach is possible that will not 
  alert the Ebekharians to their presence. A TNe: difficult navigation; CT: Navigation, DM 0, task roll will plot a covert 
  approach course that will bypass the Ebekharian sensor coverage. A failed roll will trigger a barrage of PADM fire from 
  Ebekhar (5 missiles per turn) or an attack run by any remaining SDB’s. 
  
  - 30 -
  The Ebekharians will not initially fire at Hope, as they are 
  conserving their missiles. They will only fire on Hope if the 
  RCES vessels land and the Ebekharians detect their land-
  ing. If the RCES vessels are detected, their best course of 
  action is to retreat and try again.
  Once on the ground, both ships should be camouflaged 
  and emissions kept to a minimum to avoid detection.
  hOPe reBOrN
  Once the RCES vessels have landed, a meeting party from 
  the clans will soon meet them. The RCES Team will recog-
  nize Kirian Yuru, the small boy they first met, and Sheri de 
  Shivva the Horde Clan trader.
  After a few happy handshakes and kisses of greeting, Sheri 
  will lead the RCES Team, as well as the Riggins XO and 
  the Captain Marstens of the Mississinewa into the Warrens 
  and the Clan Council. The Council will be happy to see the 
  RCES Team members and there will be much initial mer-
  riment in the greetings. The Council members will listen 
  respectfully as the two RCES naval officers are introduced. 
  The team members may enjoy some amusement at the 
  stares of the RC personnel when introduced to Kebapu 
  Aswan-Apatu, the Bwap chief of the Main Men.
  Dr Imhotep will then call the meeting to order.
  “Friends, it is good to see you again, although I hoped it 
  would be under better circumstances. I am glad you have 
  found your missing friends as we have lost a friend dear 
  to us. The “esteemed” General Borgas deposed Colonel 
  Westonhaus only a week after you had left. The poor Colo-
  nel was publicly executed, although rumors persist that his 
  faithful sergeant managed to escape and join the rebels.”
  “General Borgas has made concerted efforts to totally 
  crush the St Denisers before his high tech weapons run 
  out. The St Denisers have resisted fiercely and have cap-
  tured several garrisons and control several of the islands 
  now. General Borgas is becoming increasingly desperate, 
  and we fear that he could strike out blindly at us, the slay-
  ers of Lillian, his prime supporter.”
  RCES Team members may intervene at this point saying 
  that they cannot stay to protect Hope.
  “However” continues Dr Imhotep “we believe we have a 
  solution. We have discovered a cache of weapons hidden 
  out near the starport. There are two dozen anti-ship mis-
  siles and some electronic equipment. We will trade you half 
  the missiles if you will use the rest to build us a deterrent 
  missile force”
  The RCES Team will probably be totally shocked. Captain 
  Marstens, as senior RC officer, will accept the offer subject 
  to inspection of the weapons.
  aladdiN’s Cave
  Sheri can lead the RCES Team and some of the Riggins 
  weapons officers out to a ruined warehouse at the edge 
  of the old port. Inside, the warehouse has been discreetly 
  repaired, and wooden crates litter the floor. Inspection of 
  the crates will reveal standard 7tn anti-ship missiles. 
  A TNe: Average ships weapons – missile; CT: Gunnery 
  (missile), DM+2, task roll will reveal that the missiles are 
  TL4 semi-independent models with their own onboard 
  sensors.
  Examination of the other crates will reveal a large electron-
  ics module. Any character with ships weapon expertise will 
  recognize it as a Master Fire Director. Detailed inspection 
  and a TNe: Difficult Ships Weapons; CT: Gunnery, DM 
  0, Task Roll will identify the MFD as a TL4 model. Other 
  crates will hold hundreds of decoys. This was obviously a 
  supply dump for Lillian’s SDB’s.
  Missile COMMaNd
  The ships’ weapons officers in conjunction with any suitably 
  experienced team member can plan out a crude missile 
  launch system. The ships officers will suggest that the mis-
  siles be located on locally built launch rails in concealed 
  positions. The missiles can then be linked to local com-
  puters (desktop computers salvaged from the Core and 
  cleansed with the snake) as local controls and target input 
  stations. Once launched in the general direction the mis-
  siles own sensors will do the rest.
  This will allow the remaining missiles to be used to restock 
  the Victrix’s pod and the launch cradles on the Heavy 
  Fighter. Sensor decoys can also be replaced from Lillian’s 
  stores. The TL4 decoys will be an improvement on the 
  TL2 decoys carried by the RCES vessels and the TL 
  K’Kree made decoys on the fighter.
  The TL4 MFD can be swapped with the TL2 version 
  currently installed on the Victrix. Thankfully the TL4 MFD 
  is missile capable. Shrier will suggest that the spare TL2 
  MFD be installed on the Mississinewa to allow her to en-
  gage multiple targets with some degree of accuracy.
  With both crews working, the Hope missile battery and the 
  modifications to the RCES vessels can be completed in 
  about a week.
  q	
  TL4 Missile/Beam MFD, 300,000km range, with 
  300,000km AEMS, and 300,000km laser com.(-5 Diff Mods, 
  0 hex, Msl 0 hex, 5 missiles 
  
  - 3 -
  q	
  TL4 Missile: Semi-Ind, Yield 500ktns, 8/8 G-Turns, 
  Hits D6, Damage /25-79, Range 0, Sensors 3P, Commo 
  0L, Signature Radar+4/ AEMS+3/ HRT+4/ PEMS+3/ 
  Fire+
  disCOvered
  If the RCES vessels are discovered on Hope then the 
  Ebekharian government will take steps. The PADM com-
  mand and any remaining SDB’s will be alerted and will 
  monitor the RCES vessels. 
  If the RCES have given away their position such that it 
  becomes widely known to the populace on Ebekhar, the 
  government will launch an attack with PADMS set for nu-
  clear detonation in an attempt to destroy the RCES vessels 
  on the ground in a nuclear blast.
  If Ebekharian sensors detect major works / refits being per-
  formed on the RCES vessels that indicate that they are not 
  combat ready, they will launch PADM’s set for laser deto-
  nation in an attempt to cripple the vessels. They will then 
  dispatch any remaining SDB’s to salvage the wreckage.
  The Ebekharian PADMS are standard TL7 models as 
  described in the RCES Equipment Guide. Details of the 
  Ebekharian SDB’s are provided in Appendix A
  Farewells
  The night before the RCES leave Hope will be a grand af-
  fair with feast organized by the clans in honor of their new 
  friends and their new missile system. 
  referees Note: This is a perfect time for natives from Hope 
  to volunteer to fill out any empty crew spaces on the RCES 
  vessels and allow replacement of any RCES Team mem-
  bers killed so far.
  Next morning, the RCES vessels will lift somewhat hesi-
  tantly into the sky. Retracing their approach vector will allow 
  them to avoid Ebekharian sensor sweeps.
  As the vessels accelerate out to jump point, disturbing 
  radio transmissions are intercepted from Ebekhar. The St 
  Denisers have launched an all out offensive using cap-
  tured weapons and have overwhelmed most of the garri-
  sons within their reservations. The Ebekharian wet navy is 
  desperately attempting to recover any surviving troops and 
  prevent St Denisers infiltrating the remaining islands.
  As the Riggins Victrix and the Mississinewa refuel and vec-
  tor out to the jump point, General Borgas will threaten to 
  use the PADM’s as nuclear ground attack missiles unless 
  the St Denisers surrender within the hour. As the jump grids 
  engage, the sensors will detect the first of many nuclear 
  explosions on the surface of Ebekhar – a world is dying.
  hOPe NPCs
  The wardeNs 
  leader: dr. shandraa imhotep, Human, female, Vilani. 
  Age 44 (04).
  Classic Traveller:
  uPP: 558CE9
  skills:  Medical 4; Computers 4; Research 3; Leader 3; 
  Brawling ; Survival .
  TNe:
  uPP: 558CE9-0-B
  Combat assets: Melee (Unarmed martial arts) 9.
  Other assets: Medical 6 (Trauma 2/4; Diagnosis 2/4; 
  Surgery 2/4); Computers 4; Research 4; Observation 
  4; Biology 5; Leadership 3; Will power 2; Survival 0.
  Motivations: Shandraa is the senior most facility scientist-
  doctor remaining amongst the “Wardens”, and takes her 
  role seriously. It was she and two others that corroborated 
  the awakening of the Inmati & Morlocks. Unfortunately 
  as Virus had inserted itself, it wiped out many pertinent 
  details of the cryo-frozen remnants, like their status crimi-
  nally, mentally, and sometimes medically. She has a strong 
  commitment to the Wardens, and the people still frozen, 
  as well as the Inmati who are sick. She is not intimidated 
  by violence, and will not hesitate to use it in her defense or 
  those under her care.
  The iNMaTi
  leader (horde): Griffon O’Malley Human, male, Solo-
  mani age 30 (65).
  Classic Traveller:
  uPP: 8789A8
  skills: Brawling 3; Large Blade 3; Survival 2; Leadership 3; 
  Ground Tactics 2; Electronics .
  TNe:
  uPP: 8789A8-0-A
  Combat assets: Melee (Unarmed Martial arts 3; Armed 
  martial arts (large Blade) 3). 
  Other assets: Willpower 3; Survival 2; Leadership 3; 
  Ground Tactics 2;  
  Stealth 0; Intrusion 0; Electronics 9.
  Motivations: Griffon was a martial artist athlete, the cap-
  tain of his team in the Sector wide Olympiads of the prewar 
  era. Griffon is aggressive, and inclined to use violence to 
  resolve problems, especially where nests of Morlocks are 
  discovered. Griffon’s group works closely with the Re-
  stored, as they have the bulk of the skilled craftsmen, and 
  has some contacts amongst the Main-Men. 
  
  - 32 -
  leader (The dream web) “yiseldra of the seven sagas” 
  Human, female, Solomani, age 23 (53).
  Classic Traveller: 
  uPP: 546995 
  skills:   Small Blade ; Brawling ; Bluff 3; Instruction 2; 
  Liaison ; Survival .
  TNe:
  uPP: 546995-5-A
  Combat assets: Armed martial arts 7 unarmed martial arts 
  7. 
  Other assets: Act/Bluff 3, Instruction 2; Persuasion ; 
  Survival 0. 
  Motivations: Yiseldra is dying of a terminal disease (Ref-
  eree select one) that slowly debilitates the health of the 
  person. Attractive, yet frail. Yiseldra is aware of her own 
  mortality, and this insight has allowed her to become a bet-
  ter storyteller, and leader of her group of survivors.(Treat 
  her storytelling in the way one would a Traditional Gaelic 
  Bard). She instructs and leads. The entropy-fatalism of the 
  Doomed, her “re-birth” tribe did not appeal, to her so she 
  traveled and applied with the Dream Web. Lately Yiseldra’s 
  dreams have entered her stories in prophetic fashion (inex-
  plicably), and her latest tale is of far travelling saviors riding 
  the stars.
  leader (shangri-la) reverend Brother shu shan li, 
  Human, male Solomani, age 54 (84).
  Classic Traveller:
  uPP: 565A7A
  skills: Brawling 2; Instruction 3; Admin 3; Liaison 3; Lead-
  ership 2; Survival .
  TNe:
  uPP: 565A7A-0-8
  Combat assets: Unarmed martial arts 2. 
  Other assets: Instruction 3; Leadership ; Philosophy 
  2; Willpower 2; Religion 2; Persuasion 3; Survival 0; 
  Stealth 0.
  Motivations: The “Reverend Brother Shu Shan Li” is an 
  assumed name of Hoargrave Berrents, a former con man, 
  and charlatan. He leads the “utopians” of Shangri-La, and 
  is a pathological liar par excellence. He has also over the 
  past thirty years convinced himself of his own lies. The 
  “perfect pacifistic society must be entered with uncluttered 
  mind & life (meaning the very poor who have no wealth to 
  contribute to the Rev Br. Shu, and those of diseased mind 
  or body are excluded.). Under his leadership, those seek-
  ing peace from the rest of the Inmati’s squabbles maybe 
  found here, though they too cannot comprehend the hor-
  rors of the Morlocks (and thus deny they really exist). Shu’s 
  isolationist group tends to be xenophobic at best.
  leader (The restored) androhaar shunishaam, Human, 
  male, Vilani; age 45 (75).
  Classic Traveller:
  uPP: 7779A7
  skills: Archery 2, Large Blade 2; Mechanic ; Medical ; 
  Navigation ;  
  Observation 2; Stealth ; Survival 2, Tracking 2.
  TNe:
  uPP: 7779A7-0-9
  Combat assets: Archery 2, Armed martial arts 2.
  Other assets:  Mechanic 9; Medical (Trauma aide) 9; Navi-
  gation 0; Observation 2; Stealth 0; Survival 2, Tracking 
  2.
  Motivations: Androhaar is willing to help anyone in need, 
  and has operated his group of awakened survivors in 
  such a manner. His group produces crossbows for trade 
  and sale to other groups (save the Morlocks, of course!). 
  Androhaar’s violent tendencies stem from counterattacking 
  Morlock raiders.
  leader (libre est st. denis) richard “Mad hatter” 
  hoare, Human, male. Solomani, age 53 (03).
  Classic Traveller:
  uPP: 876987
  skills: Large Blade 3; Brawling 3; Archery 3: Leader 3; 
  Survival 2; Ground Tactics ; Mechanic ; Medical .
  TNe:
  uPP: 876987-0-9
  Combat assets: Armed martial arts 3; Unarmed martial 
  arts 3; Archery 3: 
  Other assets:  Survival 2; Leadership 3; Ground Tactics 
  2; Stealth 0;  
  Intrusion 0; Mechanic 9; Medical (trauma aide) 9.
  Motivations: Mr. Hoare is the erstwhile leader of the 
  Liberate St Denis Movement from the planet of the same 
  name. He was rounded up in a police sweep in 9, and 
  sent here for “cryo-freeze to keep him from rabble rousing. 
  Since being awakened, he has taken hold of this group of 
  his former members, and added a few more. (Mr. Hoare 
  was also a Sol Sec agent, sent to “disturb” the Hi-pop world 
  of St Denis). They are ardent Human supremacists, and 
  dislike the Restored (due to their Vargr members) and any 
  of the Bwap Main-Men slightly less than the Morlocks. He 
  makes no secret of his bigotry to all things non-human, and 
  is more than willing to use violence to achieve his ends.
  leader (The doomed) heramis Ghanek, Human, female. 
  Solomani, age 53 (03).  
  Classic Traveller:
  uPP: 3458A4
  skill: Instruction 3; Medical 2; Survival 2. 
  
  - 33 -
  TNe:
  uPP: 3458A4-0-7
  Combat assets: (none); 
  Other assets:  Medical (Diagnosis) 2; Instruction 3; Sur-
  vival 2; Stealth 0; Intrusion 0.
  Motivation: Heramis leads the Doomed: those awakened 
  who are dying of terminal diseases. Due to the nature of 
  Lillian’s computer override controls being damaged by the 
  other Inmati, and sometimes the Morlock, it is not as simple 
  as one may think to return to lowberth. Heramis suffers from 
  Alzheimer’s, and its onset has reduced her from Veteran 
  status to her present condition. They suffer in dignity, and 
  carry on as before, tending their small gardens, and con-
  ducting limited barter-trade with the main-Men. They endure 
  their visits from the Wardens. Heramis’ lust is actually an 
  obsession for death to come and take her before she for-
  gets even her own identity.
  leader (Main Men) kebapu aswan-apatu
  (Elite NPC)
  Bwap, Male, Age 83
  Classic Traveller:
  uPP: 325BC9
  skills:  Leadership 4; Admin 3; Liaison 3: Chemistry 2; 
  Metallurgy 2; Mechanical ; Electronics .
  TNe:
  uPP: 325BC9-0-8
  Combat assets: (none);
  Other assets: Theology (Bwap) 8, Leadership 6, 
  Chemistry 2, Electronics 0, Machinist 0, Mechanic 0, 
  Metallurgy 0,
  Motivation: Kebapu was born in 20 during the Final War 
  and can remember the glories of the Imperium and their de-
  cay during Hard Times. The Collapse was a major spiritual 
  turning point in his life. His faith, leadership and technical 
  knowledge have kept his followers safe from Morlocks for 
  over 70 years. He now acts as an elder statesman figure on 
  the Clan Council.
  
  - 34 -
  ChaPTer 5 - iiselu
  iiselu sysTeM deTails
  Orbit
  uwP
  Comments
  -
  MV
  Main Star – Vivario
  0
  Iiselu 
  9 B557563-C 
  200 B55756D-2
   
  Ni, Ag, 
  Ni, Ag
  35
  Y00000-0
  
  Large Gas Giant
  2
  YR00000-0
  3
  YS00000-0
  6
  Y740000-0
  20
  Y34000-0
  Ice Capped
  50
  F875365-C
  Ice Capped, Research Lab, Military Base 
  Abandoned during Hard times.
  2
  Large Gas Giant
  3
  Y00000-0
  4
  Y20000-0
  6
  Y400000-0
  7
  Y200000-0
  8
  Y443000-0
  Ice Capped
  0
  Y330000-0
  45
  Y500000-0
  3
  G300363-C
  Observatory / Research Lab. 
  Failed during the collapse.
  Iiselu was uninhabited until the expanding Terran Confederation established a naval installation there during the Nth Inter-
  stellar War. Its location in a J3 rift, severely limited counterattacks by the Vilani who where limited to J2. The naval installa-
  tion was gradually upgraded into a major naval base, and a civilian population grew on the earthlike planet.
  Iiselu prospered during the Rule Of Man, and with the coming of Twilight, it formed the heart of a small pocket empire as 
  the authority of the Rule Of Man waned. The pocket empire and the naval base were destroyed in the era of petty empire 
  building and rebellion that categorized the period between Twilight and 9pm. Iiselu suffered extreme technological regres-
  sion during the Long Night and the population eventually died out several centuries before Dawn and the founding of the 
  Third Imperium.
  The system was scouted by the IISS during the original Imperial expansion through the sector. Its remote location pre-
  vented development, despite its habitable biosphere. Eventually in 630, the population of Ebekhar claimed the system 
  and established an orbital starport. They offered the port as a staging post for the new Xboat service, as a quick means of 
  crossing the blight rift. The IISS accepted. 
  Naturally mega-corporation transports and liners followed the Xboat routes, and soon Iiselu had become a prosperous 
  trade center. Ebekhar established a population on the planet of Iiselu to provide agricultural products to the passing ships 
  and to develop R&R facilities for the ships’ crews. Its location acted as a natural protection against pirates, and kept out 
  smaller independent merchant firms who only had J2 ships.
  By the end of the Solomani Rim War, the orbital highport was of Class B standard with a shipyard specializing in the an-
  nual maintenance of mega-corporation liners and freighters. The highport had expanded to include orbital factories provid-
  
  - 35 -
  ing parts to the shipyard and for export. Whilst below the 
  planet Iiselu provided fresh food, rest and recreation and 
  the raw materials for the orbiting factories. The planetside 
  strip mines were carefully located well away from the fields 
  and towns.
  Ebekhar grew rich on the profits of their Iiselu corporation. 
  They were however left behind in technological develop-
  ment by their Iiselu corporation.
  With the Final War, Iiselu was used as a secure rear area 
  by the Imperial Navy, where Megacorp freighters trans-
  ferred war materials to naval transports. The Solomani 
  attempted several raids but were beaten back by the SDB’s 
  and other naval forces stationed there. But with the end 
  of the fighting, the withdrawal of Imperial forces, and the 
  onset of Hard times, the mega-corporation trade dried up. 
  The local population rose up and liberated themselves from 
  Ebekharian control. During Hard times, Iiselu was still a 
  secure harbor and part of a J3 route to the rimward end of 
  the sector.
  The reduced trade levels allowed the government to moth-
  ball most of the highport, and hence make vital resources 
  available for other projects. The port was now effectively 
  class D. The lack of trade forced the government to re-tool 
  the available industry to a lower, supportable technology 
  level of TL9.
  The arrival of a suicider Virus on a J3 transport effectively 
  disabled the starport and its associated factories. Without 
  their orbital factories, or means of accessing them, the 
  population of Iiselu suffered extreme technological regres-
  sion and are now TL2. The drop in technology also resulted 
  in a decrease in population from 800,000 to 300,000 in the 
  New Era spread across several nations. 
  All was quiet in the Iiselu system until Ernest arrived. Fully 
  details of Ernest’s orbital facilities and the situation on the 
  planet are detailed in Chapter 7.
  leT BaTTle COMMeNCe
  This Chapter assumes that the RCES Team launch a naval 
  attack against Ernest’s shipyard. If the RCES achieve a 
  covert landing on the planet or the Highport, then the Ref-
  eree should refer to Chapter 7 for details of Ernest’s opera-
  tions in system.
  TaCTiCs
  Fortunately for the RCES Team, the Mississinewa’s data-
  base contains very complete astronomical data for the Iiselu 
  system, traded with a Free Trader in the Madoc Subsector. 
  This data will allow the ships’ navigators to plot the current 
  expected positions of the system and the planets with some 
  accuracy, and allow a choice of jump emergence points.
  CharGe
  The RCES vessels can plot a jump course that will allow 
  them to emerge from jump, 00 planetary diameters away 
  from Iiselu to perform a surprise attack. This approach from 
  close range gives the vampires a minimal time to respond. 
  It also places the vessels deep in an unknown system 
  against an enemy of unknown strength and with insufficient 
  jump fuel for a retreat.
  FrONTier reFuelliNG
  The RCES vessels can jump in near one of the gas giants 
  and refuel. This would allow them to perform scans of the 
  inner system and the probable location of the vampires, 
  and also stage a retreat if the vampire forces were too pow-
  erful. However, the gas giants are an obvious arrival point 
  and would probably be monitored and maybe defended. 
  Arrival here would probably loose the element of surprise.
  deeP reCON
  The RCES vessels can arrive elsewhere in the outer sys-
  tem, away from the system elliptical plane and the planets. 
  Such a location would allow sensors scans of the inner sys-
  tem, and would almost certainly not be detected. However, 
  such a location does not provide a refueling source, and 
  any advance on the inner system could be detected.
  erNesT
  The puppeteer Virus known as Ernest is currently resident 
  in the Imperial Era highport orbiting Iiselu. He maintains 
  limited planetside facilities (mainly strip mines to supply 
  materials to his factories). Ernest has restored part of the 
  highport including several docking bays, cargo holds, the 
  factories, the shipyard and the central computer core.
  Being resident within an Imperial Era highport has several 
  disadvantages:
  q	 The port is a gigantic size target
  q	 The port is unarmed, in accordance with Imperial prac-
  tice.
  q	 The port is only equipped with active sensors, it had no 
  reason to hide, and active sensors were more accurate 
  for traffic control purposes.
  q	 The port is unarmored (AV0) with the exception of the 
  areas around the hanger doors and the doors them-
  selves which have been strengthened to resist acciden-
  tal collision damage (AV20), CT: Armor 0
  Ernest has managed to restore a single TL2 480,000KM 
  (6 hex) AEMS system, however it is normally powered 
  to a 30,000km level to provide traffic control for the shut-
  tles carrying ore from the planetary surface. The highport 
  
  - 36 -
  carries several System range radios, but again Ernest 
  normally has them powered to a 30,000km range to allow 
  communications with his facilities planetside.
  erNesT’s availaBle FOrCes
  Ernest has the following forces available within the Iiselu 
  system:
  q	 A handful of unarmed shuttles used in ore transfer.
  q	 A single armed shuttle, used to impress or punish the 
  natives.
  q	 A single armed Jayhawk Far Trader (just built at Er-
  nest’s shipyard).
  q	 Two Solace Class System Defense Boats.
  q	 A single Castle Class Heavy System Defense Boat.
  q	 A single Imperial Era Patrol Cruiser (not immediately 
  available).
  q	 A single 30ktn Imperial Era Bulk Transport.
  q	 A single TL2 nuclear damper barrette (recovered from 
  the hazardous materials handling area within the high-
  port).
  FOrCe disPOsiTiONs
  The mine shuttles will be performing regular transport runs 
  between the planetside automated mines and the high-
  port’s docking bays with cargoes of ore. A single Solace 
  SDB will be in orbit around the Highport and providing 
  passive sensor coverage of the Iiselu system. The remain-
  der of the vessels are docked in interior hangers within the 
  highport.
  erNesT’s TaCTiCs
  The Solace SDB provides passive sensor coverage of 
  the system and is most likely to detect the RCES vessels. 
  Once Ernest has detected an incoming naval force, it will:
  q	 Order the mine shuttles to land at the nearest facility 
  planetside.
  q	 Launch the remaining Solace SDB, the Far Trader and 
  the Armed Shuttle.
  q	 Activate the nuclear damper
  q	 Close the interior pressure doors etc. within the high-
  port.
  Once Ernest is aware that the approaching RCES vessels 
  have detected him and his forces, he will activate his AEMS 
  system to provide accurate sensor data / sensor locks for 
  his armed merchant vessels.
  Once battle is joined, the Armed Shuttle and Armed Far 
  Trader will attack lesser vessels such as small craft and 
  attempt attacks of opportunity against heavily engaged ves-
  sels. The armed merchant vessels have sufficient energy to 
  overpower their weapons to –1 Difficulty Level (by diverting 
  power from AEMS, Contra-grav, and grav compensators). If 
  necessary the Far Trader, can divert power to a single laser 
  turret to power it at a –2 Difficulty Level.
  The two SDB’s will directly engage military vessels. They 
  will slave their laser turrets to an MFD and provide missile 
  defense for the highport. They will engage hostile vessels 
  with their spinal PAWS and their missiles. 
  The puppeteer Viruses controlling these vessels will have 
  open radio channels and will actively attempt to infect the 
  RCES ships. Fortunately the separated comms systems 
  within the RCES vessels will prevent infection. The open 
  comms channels will allow the RCES to stage anti-viral 
  attacks using the Snake anti-viral weapon hooked up to 
  the Victrix’s radio system. Electronic combat is detailed in 
  Appendix C.
  If the RCES attempt to use the Snake on Ernest, they will 
  find Ernest has also set up a separate comms system 
  which he will firewall (a protection against other puppet-
  eers).
  FiriNG aT erNesT
  Ernest’s Highport is an easy unarmored target. Its only 
  defenses are the anti-laser fire from the SDB’s, its single 
  nuclear damper, and feeble hull armor. RCES vessels will 
  be able to fire on the Highport quite easily. Any hits will 
  cause damage to the cargo bays and hangers that dot the 
  highport’s surface. Only major hits will penetrate far enough 
  to damage the shipyard or the factories.
  deTeCTed
  If the RCES perform sensor scans of the system, and then 
  move to refuel and leave the system, they will give Ernest 
  chance to marshal his forces. He will dispatch his warships 
  to intercept and destroy the RCES vessels before they 
  can leave the system. He will dispatch his bulk freighter to 
  Ebekhar to determine the fate of Lillian and to recover any 
  of his remaining SDB’s. He will also attempt to increase 
  production of his Guilded Lilly Far Traders. The time re-
  quired to bring a significant force this far into the Wilds will 
  allow Ernest to produce more vampires and threaten the 
  safety of this half of the sector.
  uNPleaseNT surPrise
  Once the RCES vessels have overcome Ernest’s initial 
  forces and are starting to attack the highport itself, Ernest 
  will reveal his ace in the hole. A massive hanger door on 
  the opposite side of the highport will open and a Castle 
  class heavy SDB will launch (TL13, 5Ktn). The first the 
  RCES vessels are likely to discover this new threat is when 
  it approaches around the top of the highport. This leviathan 
  will considerably overmatch the RCES vessels, especially 
  
  - 37 -
  if they are damaged / have expended significant ammo 
  destroying the SDB’s. 
  Captain Marstens will order a general retreat, with the 
  RCES Mississinewa and the gunned cutter acting as rear-
  guard. She will order the Riggins Victrix and the fighter to 
  make maximum Gs to jump point (or to a refueling point) 
  and return to the Reformation Coalition with news of this 
  vampire nest. 
  The heavy SDB will advance on the Mississinewa and 
  the cutter at 3G. Its radio system is off to prevent Snake 
  attacks. It will use a few laser batteries to attack the cut-
  ter, whilst concentrating most of its lasers, and the spinal 
  meson gun against the Mississinewa.
  The crew of the Riggins Victrix will be able to heavy SDB 
  the battle as they retreat. The cutter is literally vaporized, 
  whilst the Mississinewa takes heavy damage from the 
  meson gun and is soon disabled. The Heavy SDB will then 
  start to pursue the Riggins Victrix and its accompanying 
  fighter.
  As the Riggins boosts for the jump point, long range sen-
  sors will detect the Imperial era bulk freighter dragging the 
  disabled Mississinewa into a hanger. A separate sensor 
  task roll will detect the launch of another small ship from 
  the highport.
  The Referee should arrange a thrilling chase as the heavy 
  SDB slowly closes on the Riggins as it refuels and prepares 
  to jump. If necessary the fighter can perform a suicidal 
  charge against the heavy SDB to give the Riggins enough 
  time to escape. Just as the Riggins jumps away, the last 
  sensor scans will identify the second ship as an Imperial 
  era patrol cruiser. It seems that Ernest does not want them 
  to report back.
  
  - 38 -
  ChaPTer 6 - PursuiT
  ruN FOr COver
  After the sudden reversal of the Battle of Iiselu, the Riggins Victrix is forced to retreat across two subsectors in order 
  to gather reinforcements. The nearest likely source of RC reinforcements is the rendezvous point in the Davao system 
  (Rimward end of the Promise Subsector). Hopefully additional reinforcements can be found there to mount a second as-
  sault on Ernest’s stronghold and free the crew of the RCES Mississinewa. If not, the Riggins Victrix will be closer to the 
  Reformation Coalition. 
  The mood of the Riggin’s crew is subdued. They were forced to retreat by superior vampire forces, leaving their new 
  found colleagues in the hands of a determined and ruthless vampire. To make matters more pressing, prior to jump, the 
  Riggin’s sensors detected a pursuer. Now the Riggins Victrix needs to plot a course across over a subsector of unex-
  plored space to the rendezvous point without being overhauled by the pursuing vampire ship.
  Thankfully the Riggins Victrix’s database contains the 9 survey data for the route home. Captain Costello is willing to 
  listen to suggestions as to the intended route.  
  1119 survey iNFOrMaTiON
  The BliGhT suBseCTOr (k), diasPOra seCTOr
  Name
  hex
  uPP
  Base
  Trade
  TPPG
  alg
  stellar
  Mogumba
  82
  X5640-5
  Ni, Lo
  R203
  Li
  M0 V
  Iiselu
  826
  B557563-C
  Ag, Ni
  802
  Li
  M V
  Pugout
  923
  E0020-D
  Va, Ni
  323
  Li
  M5 V
  Jump
  2022
  B665432-E
  Ni, Lo
  2
  Li
  G0 V
  Torngat
  2023
  E596446-8
  Ni, Lo
  303
  Li
  M3 V, M6 D
  Overature
  224
  B00054-F
  As, Ni
  703
  Li
  M3 V
  Moncton
  225
  E8A3596-A
  Fl, Ni
  704
  Li
  M3 V
  Fuji
  227
  E578544-9
  Ag, Ni
  802
  Li
  K4 IV
  Akko
  229
  C3000-E
  Va, Ni, Lo
  235
  Li
  M V
  Eberly
  230
  A686775-E
  W
  Ag, Ri
  223
  Li
  M V, M6 D, M2 D
  Maaduura
  222
  E55432-A
  Ni, Lo
  604
  Li
  G8 V, M9 D
  Tarsale
  2224
  B200830-D
  N
  Va, Na
  00
  Li
  K2 V
  Heart
  2225
  A97843-F
  Ni, Lo
  53
  Li
  M4 V
  Mason
  2226
  C44676-C
  Po, Ni
  302
  Li
  M3 III
  One Star
  2227
  D746599-9
  Ag, Ni
  600
  Li
  K0 IV
  Sivo
  2229
  C886755-C
  Ag, Ri
  702
  Li
  M4 V, M5 D, M6 D
  Veejay
  232
  BAD3364-F
  N
  Ni, Lo, Fl
  503
  Li
  K6 V, M0 D
  Wescap
  2322
  D5738BD-8
  A54
  Li
  M0 V
  Ayden
  2423
  C0032-F
  Va, Ni
  70
  Li
  G V, M3 D
  Thicket
  2424
  D4599C-A
  S
  Po, Hi
  94
  Li
  M V
  Elusive
  2426
  C037A-E
  Ni, Lo
  53
  Li
  K9 V
  Daariida
  2429
  D356443-B
  Ni, Lo, C:0
  300
  Li
  K5 III, M6 V
  Aaneru
  2430
  C978875-B
  823
  Li
  M2 V
  
  - 39 -
  The PrOMise suBseCTOr (l), diasPOra seCTOr
  Name
  hex
  uPP
  Base
  Trade
  TPPG
  alg
  stellar
  Seagull
  252
  D7B430-9
  Ni, Fl, Lo
  03
  Li
  G2 V
  Amoy
  2524
  D454634-8
  Ni, Ag
  305
  Li
  G0 V
  Baraduusa
  2528
  C34223-D
  Ni, Po, Lo
  25
  Li
  G3 V
  Ferenira
  2724
  B0065-F
  Ni, Va, Lo, 
  O:2825
  23
  Li
  M3 V
  Daaliisa
  2725
  D7677B8-7
  Ag, C:
  A4
  Li
  M III
  Eloji
  2728
  B846647-C
  Ni, Ag
   302
  Li
  M0 V
  Exeter
  2729
  A769895-F
  Ri
   524
  Li
  K3 V, M9 D
  Muni
  2825
  B3428C9-C
  Po
  A605
  Li
  K4 V, M6 D
  Promise
  2827
  A542999-F
  Hi, In, Po, Cp
   502
  Li
  M V
  Poznan
  2830
  C232888-A
  Po, Na
   403
  So
  M4 V
  Orsk
  2922
  B53532-F
  N
  Ni, Lo, D:0
  A92
  Li
  M4 V, M9 D
  Lot
  2925
  A245666-F
  Ni, Ag, 
  O:2825
  A503
  Li
  K5 V
  Vahana
  2926
  B65A577-F
  Ni, Wa
   703
  Li
  K2 V, M5 D
  Udone
  2927
  A000599-F
  Ni, As
   34
  Li
  M0 V
  Gorky
  2929
  A200542-F
  N
  Ni, Va
   9
  Li
  G V
  Execute
  2930
  C684588-A
  Ni, Ag
   303
  So
  G V
  Asena
  3022
  C354855-C
   4
  Li
  M7 II
  Napiiresha
  3023
  B559230-D
  Ni, Lo
   623
  Li
  K6 V, M3 D
  530-053
  3027
  X44320-7
  Ni, Po, Lo
  R822
  Li
  K3 V, M4 D
  Davao
  3029
  D00677-D
  Na, Ni, Va
   3
  So
  M3 V
  Nysorb
  3030
  C9B6525-C
  Ni, Fl
   733
  So
  K2 V, M4 D
  Tenmet
  32
  B0725-F
  Na
   203
  Li
  K2 II
  Tazmania
  323
  A456527-F
  Ni, Ag
   04
  Li
  G V, M9 D, M6 D
  Sligo
  326
  B878322-D
  Ni, Lo
   703
  Li
  K7 V
  Sittahr
  329
  C766530-D
  Ni, Ag, RsG
   405
  So
  K0 V, M3 D
  Ijiwa
  3224
  B300864-F
  Va, Na, 
  O:2827
   202
  Li
  M2 V, M6 D
  Lekhaana
  3225
  E00223-8
  Na, Va, Lo
   424
  Li
  G6 V
  Cosenza
  3228
  B527485-F
  Ni, Lo
   32
  So
  K2 V, M2 D
  The bottom corner of the Promise Subsector is part of the Primary Area of Operations and has already been surveyed. 
  The survey data is presented below:
  Name
  hex
  uPP
  Base
  Trade
  TPPG
  alg
  stellar
  Davao
  3029
  X00000-0
  Ba, Va
   03
  --
  M3 V
  Nysorb
  3030
  X9B6000-0
  Ba, Fl
   033
  --
  K2 V, M4 D
  Sittahr
  329
  X766430-4
  Ni, Lo
   B505
  Wi
  K0 V, M3 D
  Cosenza
  3228
  X527000-0
  Ba
   02
  --
  K2 V, M2 D
  
  - 40 -
  reFerees iNFOrMaTiON
  The survey data held in the Riggins’ databanks is sadly out of date as it does not reflect the destruction of the Final War, 
  the Hard Times and the Collapse, followed by 70 years of darkness and decay. The Tables below present the current state 
  of The Blight and Promise subsectors. Specific system encounters are also provided.
  The BliGhT suBseCTOr (k), diasPOra seCTOr
  Name
  hex
  uPP
  Base
  Trade
  TPPG
  alg
  stellar
  Mogumba
  82
  X5630-
  Ni, Lo
  B203
  Wi
  M0 V
  Iiselu
  826
  B55756D-2
  Ag, Ni
  B302
  Wi
  M V
  Pugout
  923
  X00000-0
  Va, Ba
  023
  --
  M5 V
  Jump
  2022
  B66536B-3
  Ni, Lo
  4
  Wi
  G0 V
  Torngat
  2023
  X596442-5
  Ni, Lo
  03
  Wi
  M3 V, M6 D
  Overature
  224
  X000000-0
  As, Ba
  003
  --
  M3 V
  Moncton
  225
  X8A3000-0
  Fl, Ba
  004
  --
  M3 V
  Fuji
  227
  E5785A6-5
  Ag, Ni
  B602
  Wi
  K4 IV
  Akko
  229
  X300000-0
  Va, Ba
  035
  --
  M V
  Eberly
  230
  X686689-8
  Ag
  B923
  Wi
  M V, M6 D, M2 D
  Maaduura
  222
  X554340-3
  Ni, Lo
  204
  Wi
  G8 V, M9 D
  Tarsale
  2224
  X200000-0
  Va, Ba
  000
  --
  K2 V
  Heart
  2225
  X97800-3
  Ni, Lo
  B3
  Wi
  M4 V
  Mason
  2226
  X4459B-7
  Po, Ni
  302
  Wi
  M3 III
  One Star
  2227
  X74650-3
  Ag, Ni
  B200
  Wi
  K0 IV
  Sivo
  2229
  X886778-4
  Ag
  B902
  Wi
  M4 V, M5 D, M6 D
  Veejay
  232
  XAD3000-0
  Fl, Ba
  003
  --
  K6 V, M0 D
  Wescap
  2322
  E573888-8
  B54
  Wi
  M0 V
  Ayden
  2423
  X00000-0
  Va, Ba
  00
  --
  G V, M3 D
  Thicket
  2424
  X45576-4
  Po, Ni
  24
  Wi
  M V
  Elusive
  2426
  X0000-0
  Ba
  03
  --
  K9 V
  Daariida
  2429
  X35630-
  Ni, Lo
  500
  Wi
  K5 III, M6 V
  Aaneru
  2430
  X97886B-3
  723
  Wi
  M2 V
  The PrOMise suBseCTOr (l), diasPOra seCTOr, 1202
  Name
  hex
  uPP
  Base
  Trade
  TPPG
  alg
  stellar
  Seagull
  252
  X7B000-0
  Ba, Fl
  003
  --
  G2 V
  Amoy
  2524
  X45466A-5
  Ni, Ag
  305
  Wi
  G0 V
  Baraduusa
  2528
  X3423-3
  Ni, Po, Lo
  45
  Wi
  G3 V
  Ferenira
  2724
  X00000-0
  Ba, Va
  023
  --
  M3 V
  Daaliisa
  2725
  E767734-7
  Ag, C:2
  B44
  Wi
  M III
  Eloji
  2728
  D846644-8
  Ni, Ag
   402
  Wi
  M0 V
  Exeter
  2729
  X769866-8
   B824
  Wi
  K3 V, M9 D
  Muni
  2825
  D342640-6
  Po
  605
  Wi
  K4 V, M6 D
  
  - 4 -
  Name
  hex
  uPP
  Base
  Trade
  TPPG
  alg
  stellar
  Promise
  2827
  C542786-9
  Po
   602
  Wi
  M V
  Poznan
  2830
  X232000-0
  Ba
   003
  --
  M4 V
  Orsk
  2922
  X535000-0
  Ba
  02
  --
  M4 V, M9 D
  Lot
  2925
  X24566C-4
  Ni, Ag
  303
  Wi
  K5 V
  Vahana
  2926
  X65A56D-0
  Ni, Wa
   B03
  Wi
  K2 V, M5 D
  Udone
  2927
  X000000-0
  Ba, As
   04
  --
  M0 V
  Gorky
  2929
  X200000-0
  Ba, Va
   0
  --
  G V
  Execute
  2930
  E684577-5
  Ni, Ag
  B03
  Wi
  G V
  Isis
  3022
  X35476D-3
  Ag
   94
  Wi
  M7 II
  Napiiresha
  3023
  X559202-2
  Ni, Lo
   B23
  Wi
  K6 V, M3 D
  530-053
  3027
  X443222-5
  Ni, Po, Lo
  422
  Wi
  K3 V, M4 D
  Davao
  3029
  X00000-0
  Ba, Va
   03
  --
  M3 V
  Nysorb
  3030
  X9B6000-0
  Ba, Fl
   033
  --
  K2 V, M4 D
  Tenmet
  32
  X0000-0
  Ba
   003
  --
  K2 II
  Tazmania
  323
  X45647A-3
  Ni, Lo
   304
  Wi
  G V, M9 D, M6 D
  Sligo
  326
  X878344-3
  Ni, Lo
   B203
  Wi
  K7 V
  Sittahr
  329
  X766430-4
  Ni, Lo
   B505
  Wi
  K0 V, M3 D
  Ijiwa
  3224
  X300000-0
  Va, Ba
   002
  --
  M2 V, M6 D
  Lekhaana
  3225
  X00000-0
  Ba, Va
   024
  --
  G6 V
  Cosenza
  3228
  X527000-0
  Ba
   02
  --
  K2 V, M2 D
  eNCOuNTers
  MONCTON  
  2125 The BliGhT suBseCTOr
  Moncton was an environmentally unfriendly world with a fluid ocean. It was also the site of Imperial Research Station 
  Delta. It regressed to TL4 during Hard Times and the population perished in 33 when they were unable to maintain 
  their life-support systems. The Imperial Research Station was investigating a unique species of multi-legged swarmer. 
  Just before the Rebellion, Imperial scientists had identified a symbiotic gnat as a cellular repeater for high frequency radio 
  signals generated by the swarmers. The scientists had just established radio communications with the swarmers when the 
  Rebellion struck.
  Today the system is deserted except for a Bastien Class liner modified as an ore hauler. The ship is infected with a Natu-
  ralist strain Virus that has been communicating with the swarmers and studying them for the last 60 years. “Archimedes” 
  will detect the Victrix as it refuels and will open conversation with the passing RCES vessel. It is interested in discussing 
  its findings with any qualified persons (organic or silicon), and will ask for aid from the better equipped Victrix in studying 
  these unique creatures. 
  Any scientific minded team members can undertake an interesting discussion on these creatures, and Archimedes will 
  even download a sample of his data for the RCES to review at a later date. Archimedes will be overjoyed if the RCES 
  Team suggests that the RC may dispatch a science team.  If the RCES ignore Archimedes it will return to its studies.
  Tarsale  
  2224 The BliGhT suBseCTOr
  Tarsale perished in the collapse, however its extensive TL3 infrastructure and naval base has attracted Guild salvage ef-
  
  - 42 -
  forts. The lack of ready fuel supplies (available from an ice-
  capped moon) has limited the extent of these efforts.
  An armed Guild Far Trader “SS Dead Ledger Prophets” is 
  in system. If detected, it will claim to be a miss-jumped Free 
  Trader looking for salvageable parts to repair its jump drive. 
  Otherwise it will attempt to hide, and covertly monitor the 
  passing RCES vessel.
  hearT  
  2225 The BliGhT suBseCTOr
  Heart is a virtually deserted world with no formal govern-
  ment, a technology level of TL3 and a population of less 
  than one hundred. The world itself is of little interest. 
  However it is a refueling stop for Guild traders shipping TL8 
  goods from Eberly to TEDs throughout the sector.
  The Victrix may encounter up to three Guild traders transit-
  ing the system. They are typically Type A2 Jayhawk class 
  Far Traders or Type A Free Traders / Petty Class subsi-
  dized merchants equipped with extra fuel tanks. The Guild 
  vessels are the “SS Cashin Kerry, SS Hard As Nails, and 
  the SS Three Kings Ransom”.
  All the vessels will be heavily armed but will make no 
  hostile moves and will pretend to be Free Traders. Even if 
  their cover story is blown they will not initiate an attack, but 
  merely attempt to carry on with their voyage.
  MasON  
  2226 The BliGhT suBseCTOr
  Mason is now ruled by The One, the supreme religious 
  leader who arose during the collapse. The One is credited 
  with leading the efforts that maintained Mason’s technology 
  level. Due to threat of Guild slave raiders and unscrupulous 
  traders, the population of Mason is under extreme scrutiny 
  to protect against Guild infiltration. Mason’s population is 
  extremely suspicious of off-world contact, but a trustworthy 
  and honest approach may gain some limited results. 
  The One is now 98 years old and the Guild is waiting to 
  move into the power vacuum once The One dies. In an ef-
  fort to forestall the Guild assault, the locals have painstak-
  ingly renovated a single PADM missile, and may fire it at an 
  approaching ship.
  ONe sTar 
  2227  The BliGhT suBseCTOr
  One Star is severely regressed with no formal government, 
  and a technology level of TL3. It has been subject to Guild 
  slave raids for the last decade. The Victrix will encounter 
  a 400tn Nishemani Class corsair leaving the system in a 
  hurry. The Guild corsair “SS King’s Pyre” has just com-
  pleted a slave raid and wants to leave with its new “cargo” 
  intact. Unfortunately they have just spaced a slave as a 
  demonstration as an example to the others. The Victrix will 
  detect this murder.
  The crew of the Victrix faces a dilemma, do they attack to 
  free the slaves and potentially compromise their mission 
  and allow Ernest’s forces to grow unchecked, or do they 
  ignore the situation and condemn these people to slavery?
  The King’s Pyre is not looking for a fight and will attempt to 
  dis-engage and run for the jump point, firing as necessary. 
  If the Victrix starts to catch them and overwhelm them, the 
  raider will jettison their cargo of slaves out of the cargo 
  hatch, hoping that the RCES will stop to attempt rescue op-
  erations. Since none of the slaves has vacuum suits, such 
  rescue attempts will be fruitless.
  elusive 
  2426 The BliGhT suBseCTOr
  Elusive was based around its precious gemstone mines 
  (mostly rubies). As such it was a well-off world with a 
  population that supported the mining industry and a high 
  technology infrastructure purchased from the proceeds of 
  the mining.  It was heavily plundered during Hard times and 
  died out during the collapse. 
  The mines are intermittently worked by Free Trader ves-
  sels and the Victrix may detect claim beacons within the 
  system. Investigation will reveal small mining crews that 
  are extremely protective of their claims. They are typically 
  equipped with ACRs, laser rifles and vacuum suits and 
  operate from small pressurized advanced bases.
  daariida 
  2429 The BliGhT suBseCTOr 
  Daariida is detailed in the Challenge 75 Adventure “Wolf 
  Snare”. The world has a population of 5,000 split amongst 
  over thirty villages and has a sustainable level of TL. 
  One village next to the starport ruins has contact with off-
  worlders, specifically a Guild raider who returns periodically 
  to extort provisions from the natives. The Guild raider is not 
  due back for several months.
  If the RCES visit the world and specifically the starport vil-
  lage, they can learn about the raider and gather sufficient 
  intelligence to allow the RC to stage the events described 
  in “Wolf Snare”.
  
  - 43 -
  elOJi 
   
  2728 PrOMise suBseCTOr
  Eloji is detailed in “Vampire Fleets” and “Smash and Grab”. 
  It has managed to retain a reasonable level of technology 
  (TL8) and has managed to hold off the passing vampire 
  ships with its relic TL2 PADM systems. The world recently 
  suffered a bitter civil war following the death of the previ-
  ous dictator. The war was starting to escalate to a nuclear 
  exchange when an RCES raid temporarily disabled the 
  nuclear PADM systems. This intervention was enough to 
  prevent the limited nuclear exchange from escalating. Fol-
  lowing the war, Generalissimo Boukart rose to power and is 
  hostile to the RC due to the earlier raid. 
  Generalissimo Boukart will fire his PADM’s at any passing 
  RCES vessel, as he fears another assault. If the Victrix 
  appears to be severely damaged, he will send his small 
  fleet (two laser armed merchants) to seize the vessel. Any 
  captured RCES personnel can expect long imprisonment.
  exeTer 
  2729 PrOMise suBseCTOr
  Exeter is detailed in “Vampire Fleets”. It has a population of 
  800 million and a sustainable technology of TL8, under the 
  control of numerous TEDs equipped with TL5 relic military 
  equipment. It is only occasionally visited by vampire ships 
  that call on the TEDs for collection of tribute. The majority 
  of TEDS are effective allies of the passing vampires. How-
  ever several of the stronger TEDs have held off vampires 
  with their surviving PADM’s.
  The most powerful TED is “Romrugo of Vars” who controls 
  the remains of the starport, and a small fleet consisting of 
  an SDB, a Patrol Cruiser and an armed liner.
  If the Victrix approaches the planet rather than refueling 
  at the gas giant, it is likely to be detected, mistaken for a 
  vampire ship and fired upon. If the Victrix appears to be se-
  verely damaged, Rumrugo will dispatch his small fleet in an 
  attempt to seize the vessel. Rumrugo’s crew and Marines 
  can be considered to be “Novice”.
  GOrky 
   
  2929 PrOMise suBseCTOr
  Gorky was once a TL5 world supporting an Imperial Naval 
  base. The base and most of the planet’s infrastructure was 
  destroyed in the final war, and the population was reduced 
  to TL8. Its population died from Virus induced life-support 
  failure. The world is now dead and unvisited. 
  Gorky’s single gas giant has a large atmospheric storm in 
  its northern hemisphere, this storm is now starting its peri-
  odic 500 year drift towards the equator. This drift disturbs 
  the gas giant’s atmosphere with a number of lower atmos-
  pheric jet-streams. These jet-streams may cause problems 
  to the Victrix as it refuels.
  q	 To notice the drift of the giant atmospheric storm: 
  TNe: Average, Intelligence / Survey 
  CT: Intelligence / Survey, DM+2
  q	 To determine the effects the storms drift. 
  TNe: Formidable, Intelligence / Survey 
  CT: Intelligence / Survey, DM-2
  Damage to the Victrix’s sensors may impose additional dif-
  ficulty level penalties to these Task Rolls.
  Once the Victrix has started its refueling run, it will start to 
  encounter turbulence from the new jet-streams. These will 
  start to drag the Victrix off course.
  q	 To hold / correct the Victrix’s course in a jet –stream: 
  TNe: Difficult: Pilot 
  CT: Pilot, DM 0
  Damage to the Victrix hull (loss of over half LS) will reduce 
  the ship’s aerodynamic performance and TNe: increase 
  the difficulty level of this task by one level; CT imposes 
  an additional DM-2. If the pilot succeeds, then the Victrix 
  can complete its refueling run with nothing more that a few 
  bruises and a few broken plates in the galley. 
  If the pilot fails to hold the Victrix’s course, the jet-stream 
  will pull the Victrix down towards the base of the storm:
  q	 To pull the Victrix out of its dive: 
  TNe: Difficult: Pilot 
  CT: Pilot, DM 0
  A successful task roll will bring the Victrix back to the up-
  per reaches of the atmosphere and inflict an additional 
  minor damage to a random ship’s system due to buffeting. 
  Failure will result in the Victrix being pulled deep into the 
  gas giant’s atmosphere and into the base of the storm. The 
  Victrix will soon be crushed by the increasing atmospheric 
  pressure.  Only one course of action is now possible, accel-
  erate towards the bottom of the storm and use the storms 
  momentum to sling shot back into orbit.
  q	 To plot a sling shot course: 
  TNe: Difficult: Astrogation 
  CT: Navigation, DM 0
  Failure will increase the difficulty of the pilot roll by one 
  level.
  q	 To pilot a sling shot course: 
  TNe: Difficult: Pilot 
  CT: Pilot, DM 0
  
  - 44 -
  Failure will result in the destruction of the Victrix. Success will result in a Major damage to the ships hull (H on LS)
  exeCuTe 
  2930 PrOMise suBseCTOr
  Execute is detailed in “Vampire Fleets”. Its starport and associated robots are inhabited by a God Strain Virus. The human 
  population is split into several clans with the largest clan worshipping the sentient starport. The world is a minor stop over 
  on the vampire highway and vampire ships occasionally stop to pick up slaves and tribute.
  The starport does not have any way of interfering with the Victrix except for a viral attack using the radio system. This will 
  fail as all RCES vessels have isolated communications systems. The presence of the viral controlled starport will be of 
  interest to the RC.
  PursuiT
  Ernest has dispatched an Imperial era patrol cruiser to pursuit the RCES ship and prevent them alerting the RC to his 
  presence at Iiselu. Once Ernest assimilated the computer system of the RCES Mississinewa, he soon learned of the RC 
  rendezvous point in the Davao system and has made the reasonable assumption that this is where the RCES vessel is 
  headed.
  His ship has a single aim, intercept the fleeing RCES vessel and cripple it such that is can not report back to the RC. Er-
  nest recognizes that he can not identify the course taken by the Riggins Victrix, and it is unlikely that his pursuing ship will 
  contact the Riggins Victrix before it reaches Davao, except by chance. Therefore he has instructed the puppeteer Virus 
  running the patrol cruiser to make all haste to Davao, to wipe out any RC vessel present in the system and then destroy 
  the Riggins Victrix as it enters the system.
  The vampire ship will follow the course detailed below:
  Iiselu – Fuji – Elusive – Baraduusa –Exeter – Davao.
  It will make best speed, performing gas giant refueling and ignoring sensor contacts unless they initiate hostile moves. 
  Even then the ship will attempt to break-off and carry on its pursuit. 
  davaO sysTeM
  sysTeM deTails
  Orbit
  uwP
  Comments
  -
  M3V
  Main Star – Moncayo
  0
  Davao 
  9 D00677-D 
  200 X00000-0
  No Moons 
  Ni, Na, Va 
  Ba, Va
  
  Large Gas Giant
  “Bankerohan”
  
  YR00000-0
  4
  YS00000-0
  5
  Y300000-0
  6
  YS00000-0
  7
  Y627000-0
  Ice Capped
  8
  Y200000-0
  9
  H625000-0
  Ice Capped
  40
  YS00000-0
  
  - 45 -
  Orbit
  uwP
  Comments
  2
  G603469-C
  No Moons, Ice Capped, starter colony 
  “Hulip”
  3
  H000365-C
  Government owned mining facility “Su-
  kod”
  4
  Small Gas Giant
  “Malambago”
  5
  H42000-0
  Ice Capped
  8
  YS00000-0
  9
  Y40000-0
  Ice Capped
  40
  F56407-C
  Ice Capped, Independent Belter Settle-
  ment “Callawan”
  55
  YS00000-0
  65
  YS00000-0
  5
  Small Gas Giant
  “Jagamiton”
  
  YR00000-0
  2
  YR00000-0
  5
  Y400000-0
  40
  Y300000-0
  6
  Empty Orbit
  Davao was a minor TL3 backwater. It was settled after the Solomani Rim War by refugees from the Solomani Rim Sec-
  tor. It was a group of small independent self sufficient colonies with only minor trade connections to the rest of the subsec-
  tor. Primarily they exported limited amounts of TL3 manufactured goods to Sittahr in exchange for agricultural produce. 
  The population was killed by Virus induced life-support during the collapse.
  The system has been used in the New Era as a Reformation Coalition rendezvous point and safe marshalling area due to 
  its remoteness, and lack of passing traffic.
  CurreNT CONdiTiONs
  Currently the system is occupied by a Reformation Coalition Aurora Class Clipper – Ra. The Ra is acting as a temporary 
  rear staging and repair area supporting RCES advanced operations in the Promise Subsector. 
  A description of the Ra and its current configuration is presented in Appendix A.
  FiGhT TO The deaTh
  If Ernest’s pursuing patrol cruiser arrives in the Davao system before the Riggins Victrix, it will avoid contact with the 
  much larger clipper and hide near the gas giant to await the arrival of the Riggins Victrix. It will then attempt to ambush 
  and destroy the Riggins Victrix before it can make contact with the Clipper.
  If Ernest’s patrol cruiser arrives after the Riggins Victrix, it will make a suicidal charge in an attempt to surprise and over-
  run both RCES vessels and in order to prevent them informing others of Ernest’s location.
  In all cases the survival of the patrol cruiser is incidental in Ernest’s eyes as long as his activities remain a secret.
  Assuming that the Riggins Victrix announces its presence, then the Ra will move to aid the sloop, which should tip the 
  resulting battle in the RCES Team’s favor.
  
  - 46 -
  QuieT BeFOre The sTOrM
  Captain Gani “Old Man” Ishaggurrii will invite the RCES 
  Team and the command crew of the Riggins Victrix aboard 
  following the battle against Ernest’s Patrol Cruiser for a 
  complete debriefing. He will be overjoyed to hear of the dis-
  covery of the RCES Mississinewa and later horrified by the 
  descriptions of Ernest’s scheme and the threat of vampire 
  spread across Diaspora.
  Unfortunately he is unable to take the Ra off in support of 
  the Victrix, he has other ships dependent upon him and 
  his support facilities. He will arrange for the RCES Team’s 
  information to be sent back to the RC, but recognizes the 
  need to stop or at least cripple Ernest’s operations until a 
  fleet can be assembled for the purpose. With the current 
  situation (the recent invasion of Promise, and the growing 
  hostilities with Solee), RCES and RCN forces are stretched 
  thinly and it may be a considerable period before a fleet 
  can be gathered. The presence of a 5ktn heavy SDB will 
  result in significant casualties in any approaching RC fleet.
  Instead, he suggests that the Riggins Victrix returns to 
  Iiselu and stage a second more covert assault to cripple 
  Ernest’s operations and free the crew of the Mississinewa. 
  The Ra’s workshops can repair any battle damage to the 
  Victrix and supply additional missiles and sand canisters. It 
  can also supply additional Marines, crew and weapons to 
  make up any casualties sustained so far.
  It may be possible to repair Ernest’s patrol cruiser suffi-
  ciently to return to Iiselu as a Trojan horse. The command 
  crew of the Ra can assist the RCES Team in developing a 
  suitable strategy. It is now up to the RCES Team members 
  to formulate their plan and return to Iiselu.
  saNdMaN
  The team members may be surprised to find a viral en-
  tity onboard the Ra. In fact the Ra has a sandman clone 
  installed in its third computer bank. The Virus has named 
  herself Isis, after a bit of historical research. The RCES 
  Team will probably encounter Isis during their de-briefing 
  when Captain Ishaggurrii will talk to the middle of the room 
  and Isis will answer.
  Captain Ishaggurrii will recommend that the Victrix is 
  equipped with a sandman clone. If the RCES Team agrees, 
  the engineering crew on the Ra will make the necessary 
  modifications and Isis will spawn a clone just before the 
  RCES Team leaves. The new peacemaker Virus will name 
  itself “Horus”.
  reFOrMaTiON COaliTiON NPCs
  Captain Gani “Old Man” ishaggurrii
  Classic Traveller
  uPP: 455A9A
  skills: Broker-3, Carousing-3, Navigation-3, Streetwise-3, 
  Admin-2, Leader-2, Liaison-2, Steward-2, Auto Pistol-, 
  Gunnery-, Computer-, Mechanical-, Pilot/(Starship)-, 
  Ship’s Boat-, Ship’s tactics-, Vac Suit-, Grav Veh-0.    
  TNe:
  uPP: 455A9A-0-A
  Combat assets: Gun Combat (slug pistol) 5. Ships Weap-
  ons (Lasers) 0
  Other assets:  Carousing 5; Leadership 5; Steward 4; 
  Broker 3; Pilot (grav/interface) 3, Streetwise 3; Admin/
  Legal 2, Computer 0; Ship’s Tactics 0; Mechanic 5.
  Gani was born on L’steich in 20 to a conservative Vilani 
  family. He and his family was evacuated to Baldur during 
  the collapse. He joined the merchant marine on his new 
  world and became an experienced seaman before being 
  commissioned and transferring to the Purser’s Department. 
  He became an expert in trade negotiations, and general 
  trading as well as using the famous Vilani desire for con-
  sensus to handle crew issues.
  With the arrival of the Hivers, Gani transferred to the newly 
  formed Dawn League merchant navy. After the loss of the 
  original twelve Dawn League explorers, Gani volunteered 
  for service with the RCES, and enjoyed considerable suc-
  cess in follow-up Trade & Diplomacy missions. His suc-
  cesses and general leadership qualities were the prime 
  reasons for him being named as the first captain of the Ra.
  He can be considered a Regular NPC with regard to space-
  ship combat, but with Veteran level skills relating to trade, 
  seamanship and inter-personal skills.
  isis
  Isis is a peacemaker Virus and one of the original clones 
  of Sandman. She has a cool feminine voice and is always 
  unfailingly polite, (a trait learned from Captain Ishaggurrii). 
  She can be distinctly haughty and has been known to hold 
  a grudge.
  Currently Isis is in charge of the MFD’s and co-ordinates 
  long range fire for the Ra, she also acts as the ship’s viral 
  protection.
  horus
  Horus is a new peacemaker installed onboard the Riggins 
  Victrix. Currently Horus is very in-experienced and looks 
  to the crew for help. He will sub-consciously adopt the 
  
  - 47 -
  characteristics of several crewmembers and RCES Team 
  members.  Given that the Riggin’s crew is usually busy, 
  Horus will probably spend a significant time talking to the 
  RCES Team members and will develop a strong affection 
  for them, possibly bordering on hero worship.
  
  - 48 -
  ChaPTer 7 - iiselu redux
  BaCkGrOuNd
  Ernest evolved in Core Sector in the late 40s, in the com-
  puter sub-system of a minor but distinguished noble family 
  of Sylean origins. At this time the Core was starting to be 
  dominated by puppeteer Virus strains. Ernest soon real-
  ized that his computer network was a minor system with 
  no real assets or defenses, and that at best he was a very 
  small fish in a large ocean and at worst he was liable to be 
  absorbed by the more powerful Virus systems in the area 
  now known as the “Black Curtain”.
  Ernest decided to strike out and establish his own pocket 
  empire in the Wilds just as many Sylean noble families 
  did at the start of the third Imperium. Ernest reasoned that 
  his empire would be of sufficient size by the time the Core 
  Viruses had expanded outwards, that they would be forced 
  to deal with him as an equal, and if the core Viruses did not 
  come, then he would rule the Wilds.
  He managed to trick a passing Doomslayer infested patrol 
  cruiser to attempt to take over his data network and over-
  whelmed the more primitive Virus. He then set off into the 
  Wilds. Ernest spent nearly a decade cautiously advancing 
  through the Wilds looking for a suitable site. Often Ernest 
  would spend weeks at the edge of a system before decid-
  ing it was safe enough to approach and refuel.
  Eventually in 60 he discovered the derelict highport 
  at Iiselu. This seemed a perfect site with an operational 
  highport with its own shipyard and a planet with a non-in-
  dustrial society hidden by a Jump-3 rift. It was also close to 
  Imperial era military facilities that could be looted. Ernest 
  spent the next 0 years infecting the starport and bringing 
  systems and robots online. As more robots and factories 
  became available, he was able to commence repair opera-
  tions on damaged but vital equipment. He also by necessity 
  re-opened some of the planetside open cast mines.
  Once Ernest was established he suppressed the primitive 
  natives on the planet below and then turned his attention 
  outwards. He first dispatched his Bulk Freighter to the 
  Depot system to recover military equipment. Ernest was 
  too cautious to move deep into the depot system, fearing 
  Virus infected military ships. Ernest did manage to retrieve 
  several derelict SDB’s and a Castle class heavy SDB from 
  the far reaches of the system. Bringing these ships back to 
  an operational condition took years with Ernest’s limited in-
  dustrial base. Finally Ernest started his outward expansion 
  in 75 and subjugated the Ebekhar system. The results of 
  this campaign caused Ernest to develop a new strategy of 
  covert domination that resulted in the Guilded Lilly vampire 
  Far Traders encountered earlier. Details of Ernest’s cam-
  paign on Ebekhar are presented in “Belly of the Beast”.
  He is also cautious and does not want to expose his forces 
  / infrastructure to attacks from other puppeteers, fearful Vi-
  ruses of other types, passing humans or organized pocket 
  empires. His expansion has been slow but well planned. He 
  consolidates each area before moving on to the next, whilst 
  establishing firewalls against outside attacks. At worst, with 
  his manufacturing facilities he can out produce his oppo-
  nents and simply wear down his opponents. He can repair 
  battle damage and replace destroyed ships, his opponents 
  can at best get annual maintenance and salvage a few 
  parts.
  As an experienced puppeteer Virus in a large computer 
  system, Ernest is a formidable enemy with considerable 
  resources. He can be considered an Elite NPC with an 
  electronic combat value of 7D6. As such Ernest is fairly 
  invulnerable to the snake anti-Virus weapon, and has set 
  up firewalled communications systems to prevent infection 
  from other puppeteer Viruses. 
  iiselu hiGhPOrT
  Ernest has only reactivated a small part of the Highport 
  based primarily around the shipyard and its associated 
  factories, and a traffic control / computer node. He has 
  extended his domain to include the necessary hangers, and 
  cargo facilities to support his operations. Even so, Ernest’s 
  domain encompasses less than % of the Highport.
  The Highport was built to a standard Imperial Starport 
  Authority design, and is a modular design to simplify 
  construction. The modular design is similar to that used on 
  the Plank well class of Imperial battleships where a central 
  spine has modules attached at structural points. The layout 
  of Ernest’s domain is presented in the following figures, 
  and the text below provides a description of the activities of 
  each type of area.
  The majority of the passenger areas are 6 meters high to 
  give an impression of spaciousness. Cargo areas are also 
  6 meters high. Hangers, factories and the shipyard levels 
  are 8 meters high. Finally crew quarters and fuel tanks are 
  the standard 3 meter high decks.
  Ernest’s domain has been sealed off from the rest of the 
  Highport via internal bulkheads and closed iris valves and 
  hatches. These have generally been locked or welded 
  shut. Those areas outside Ernest’s domain are exposed to 
  vacuum, zero gravity, are without power and in complete 
  darkness. The structure of these areas is still intact, and the 
  iris valves and manual hatches are in various states, form-
  ing a dark maze of corridors and rooms.
  
  - 49 -
  
  - 50 -
  
  - 5 -
  
  - 52 -
  
  - 53 -
  
  - 54 -
  
  - 55 -
  
  - 56 -
  
  - 57 -
  hiGhPOrT levels
  Ernest’s domain is split into 8 levels as follows:
  q	 Level 34 Upper Hanger Deck
  q	 Level 35 Outgoing Passenger Deck
  q	 Level 36 Lower Hanger Deck
  q	 Level 37 Incoming Passenger Deck
  q	 Level 38 Cargo Deck
  q	 Level 39 Crew Quarters Deck
  q	 Level 40 Factory Deck
  q	 Level 4 Shipyard
  haNGers
  These are standard hangers designed to accommodate 
  ships up to 400 displacement tonnes. They are 70 meters 
  long and 20 meters high and wide. The hangers are ac-
  cessed by a single hanger door. A smaller personnel airlock 
  is mounted by the main hanger door. Two large cargo 
  hatches are mounted in one side wall and allow access to 
  cargo reception, whilst the other side wall contains entranc-
  es and exits to the passenger reception areas. Fuel and 
  electrical connection ports are visible on the hanger floor 
  and hanging from the roof. 
  The hangers on the upper hanger deck are used to hold 
  the SDB’s and the armed shuttle. The hangers on the lower 
  hanger deck are used for the mining shuttles and occasion-
  ally a completed Guilded Lilly.
  PasseNGer reCePTiON areas
  These areas were responsible for incoming passenger 
  arrivals, and included general areas, customs / security 
  / immigration checks and baggage claim. Separate iso-
  lated areas dealt with departures and consisted of security 
  checks, lounge and waiting areas (with toilets / vending 
  machines and small stalls etc.). These areas consist of 
  three half decks each 6 meters high. Each set of half decks 
  caters for either incoming or outgoing passengers.
  These areas are usually deserted, although they are used 
  by technical robots to access the hanger decks.
  PasseNGer CONCOurses
  The Passenger Concourses are large open areas designed 
  to facilitate passenger check-in and the activities associ-
  ated with booking passage on board a ship. Long lines 
  of check-in desks and baggage points line one wall. The 
  large open area is broken by groups of chairs, holographic 
  interactive information displays, waste bins, and vending 
  machines. The opposite wall holds numerous small shops, 
  hotel entrances, credit points etc. Entrances to the rest 
  of the port have been sealed, and at the end of Ernest’s 
  domain, large pressure bulkheads have been lowered to 
  isolate this area of the concourse. These areas are 6 me-
  ters high.
  Passenger Concourses are the largest open areas in this 
  area of the highport and are used for storage, meeting 
  areas, firing ranges, and places of worship for the native 
  workers.
  OFFiCes
  Office areas are located off the passenger concourses and 
  provide support facilities to the passenger check-in facili-
  ties. They hold numerous small office suites, conference 
  rooms etc. They also hold staff break rooms, toilets and 
  other communal areas. The offices consist of 2 split decks 
  each 3 meters high.
  Most of the office areas are deserted except for wandering 
  scavengers, robotic or human.
  CarGO reCePTiON
  These areas are dedicated to the logging and inspection 
  of cargoes immediately prior to loading and off-loading 
  from the ships. They consist of large inspection areas, as 
  well as dock-master offices. The cargo reception areas are 
  split between incoming and outgoing cargoes. Each area 
  has separate access to the hanger deck via a large cargo 
  hatch, and separate elevators lead to separate incoming 
  and outgoing cargo holds (incoming cargo on the deck 
  above, outgoing cargo on the deck below). These incoming 
  and outgoing cargoholds act as a form of secure ware-
  house, before cargo is transferred to the main cargo holds 
  within the Highport. This area is 6 meters high, except for 
  the cargo reception areas adjacent to the hangers which 
  consist of 3 split decks. The bottom deck holds the cargo 
  handling and inspection areas, whilst the upper 2 split 
  decks hold the associated administrative areas.
  The cargo reception areas are still in use, for the transfer 
  of materials to the factory. The administrative areas are 
  generally deserted, although a few robots use them as 
  personal areas.
  CarGO hOlds
  These are large areas dedicated to the storage of cargo. 
  A small area in the corner of the hold contains a computer 
  terminal and cargo handling equipment. The remainder 
  of the hold stores a number of standard cargo containers. 
  They are connected to the cargo reception areas via lifts 
  and large cargo doors link the holds to the service access-
  ways to allow cargo to be moved around the highport.
  Several cargo holds near the hangers for the shuttles are 
  filled with containers of semi-refined ingots, which are 
  
  - 58 -
  loaded automatically onto conveyors that lead to the factory 
  areas. Smaller containers of special metals are usually 
  moved by hand to the special conveyors.  Cargo holds are 
  6 meters high.
  The cargo holds areas are still in use, for the transfer of 
  materials to the factory.
  FaCTOry area
  These are large areas filled with heavy machinery and 
  raw material processing equipment. They are arranged in 
  lines such that semi-processed ingots are first converted 
  into processed materials, and then formed into parts. The 
  factory areas are largely automated with dedicated, fixed 
  machinery performing the required functions. Small offices 
  and control stations are dotted around the factory areas. 
  These areas are usually deserted.  These areas are 8 
  meters high.
  These areas are hives of activity, with large robotic labor 
  forces producing components for both the maintenance 
  of the highport and Ernest’s vessels as well as shipyard 
  operations.
  shiPyard asseMBly
  This area is a dry dock where the Guilded Lilly vampire Far 
  Traders are assembled using parts from the factories. The 
  dry dock consists of a number of mechanical and anti-grav 
  supports surrounding the half completed hull of the Far 
  Trader. Numerous SPA-3, Star Servants and Burr robots 
  will be welding and assembling the ship whilst a large ro-
  botic anti-grav crane moves large components. This area is 
  off limits to humans. These areas are 8 meters high.
  Again these are busy areas, with starship production con-
  tinuing 24 hours a day. Yard  is empty having just pro-
  duced a Guilded Lilly, whilst Yard 2 contains a Guilded Lilly 
  only 20% complete.
  Crew QuarTers
  These areas used to provide accommodation and support 
  services for starport personnel based upon the highport. 
  Three quarters of the areas hold individual staterooms with 
  en-suite facilities, as well as a number of small communal 
  areas. The remaining quarter contains a kitchen / canteen 
  area, a small automated laundry, storage and large com-
  munal areas.
  Most of these areas are now empty and depressurized. 
  Ernest has only reactivated a few of these areas, some of 
  which are used as personal areas by his robots (recharg-
  ing from wall sockets), whilst 3 more are used to house his 
  worshippers. These areas have controlled access guarded 
  by a SPA -3 robot dedicated to shepherding the locals to 
  their worksites. These areas are 3 meters high.
  aCCessways
  These are large highways used to transport cargo, raw 
  materials, equipment, manufactured goods, and personnel 
  around the Highport without inconveniencing the paying 
  passengers. They are generally open, dark, and starkly 
  functional. The sparse nature of the accessways is only 
  broken by the occasional iris valve, computer / communica-
  tions point, or emergency equipment. These areas are 6 
  meters high.
  aCCess shaFTs
  Access shafts provide vertical movement within the high-
  port. Such areas include large cargo elevators, Zero-G 
  hoist wells, passenger transit tubes etc. As they provide 
  access between decks, these areas also include large 
  number of cable and pipeways that can only be accessed 
  via locked maintenance hatches.
  MaChiNery levels
  Small machinery levels are sandwiched between the habit-
  able levels and are generally unmanned except for main-
  tenance parties. They are only accessed via maintenance 
  hatches. These levels contain control lines, life support and 
  environmental equipment, power and fuel lines and bag-
  gage handling equipment.
  The Machinery levels are cramped and personnel in 
  light battle dress must make an TNe: Average Agility; CT 
  Dexterity, DM+2 task roll to progress every 0 meters or 
  become stuck in the pipe work. Personnel in heavy RCES 
  battledress will not be able to move through the machinery 
  levels.
  Machinery levels are between  and 2 meters high depend-
  ing upon the machinery in a particular level, and are gener-
  ally deserted except for the occasional robot performing 
  maintenance.
  CONTrOl NOde
  These areas formed the control nexuses for the highport 
  and included sensor processors, communications systems, 
  security control, the brig, offices, port controls and traffic 
  control together with computer nodes and auxiliary power 
  supplies. These areas were off-limits to the general pub-
  lic and most of the highport crew and are designed to be 
  secure, robust control centers. Ernest has installed himself 
  in the computer banks and oversees his domain from here. 
  The actual area is 6 meters high, with the additional 2 
  
  - 59 -
  meters full of life-support and auxiliary power equipment. 
  POwer PlaNT
  This area houses a subsidiary power plant designed to 
  support the operations of the factories on the Highport. It is 
  separate from the main highport power plant which Ernest 
  has not yet managed to reactivate. The room is dominated 
  by the bulk of the fusion power core, which is in turn sur-
  rounded by fuel and coolant pumps and piping. Control 
  cubicles are dotted around the room, and a small office / 
  monitoring station is located in the corner of the room by 
  the personnel and cargo hatches. 
  The only out of place item is a new fuel purification plant, 
  obviously salvage from a small starship that has been 
  added to the fuel system. The main purification equipment 
  associated with the Highport’s main fuel tanks is currently 
  off-line. Ernest was fortunate that the Highport’s main fuel 
  tanks were 95% full of refined fuel at the time of the Col-
  lapse, and he has been using this large reserve ever-since. 
  The local purification plant is for the time when he has to 
  top up the main tanks with newly gathered fuel.
  Access to this area is restricted, and the iris valve and 
  cargo hatch will be locked and cameras will monitor the ac-
  cess to this area. A single maintenance robot will be in the 
  local monitoring center or performing preventative main-
  tenance on the plant. This area is 8 meters high and has 
  several mezzanine floors allowing access to the various 
  items of equipment.
  It should be noted that the control node has its own inde-
  pendent backup power supply.
  rOBOTs
  Ernest has managed to restore the following robots:
  seCuriTy rOBOTs
  There was originally 50 security robots supporting the hu-
  man port security. Some were lost during Hard Times and 
  most of the rest broke down. Ernest has probably managed 
  to repair between 20-30. They are expensive to maintain, 
  so he did not want to re-activate too many and overburden 
  his infrastructure. Ernest is also suspicious that one or 
  more security robot puppeteer clones may get ideas and 
  stage a coup.
  CraNe rOBOTs
  There were only 4 of these assigned to the old ship yard. 
  They were cannibalized to keep other robots going or 
  simply left to rust. Ernest has managed to restore a single 
  crane bot to support his shipyard operations.
   
  TeCh rOBOTs (Burrs, sTarPOrT 
  assisTaNTs, vehiCle duMBOTs)
  There were originally 50 of these robots assigned to sup-
  port the general maintenance of the port, of the passing 
  ships, and of the shipyard. Most work was done by humans 
  but robots were useful for taking up the slack and doing 
  boring dangerous jobs. These robots are vital to Ernest’s 
  operations as they maintain his ships, work in the shipyard 
  and maintain the very structure of the Highport. Ernest has 
  restored 37 of these robots.
  CarGO lOaders
  This type of robot was the most prevalent assigned to Iiselu 
  Highport. Ernest has reactivated 50 of these robots to work 
  in the factories and on the planetside mines. 
   
  sTeward rOBOTs
  There were only a handful of these robots on the highport, 
  as only highly paid employees could afford one. Ernest has 
  managed to repair most of these as they are the most ver-
  satile robots on the station as they can use human equip-
  ment. They tend to perform the odd-jobs the other robots 
  are not equipped to perform. Ernest has 7 of these robots 
  available
  JaNiTOr rOBOTs
  Together with the cargo lifters, the Janitor robots were the 
  most common site on the station. They suffered greatly dur-
  ing the Hard times as they were cannibalized to maintain 
  other more useful robots.
  Ernest has only repaired 3 such robots (primarily to clean 
  his control node and the clean room areas that assemble 
  the electronic components).
  sPa-3s
  The SPA-3 Baggage Handler robot was another common 
  robot type. Ernest has repaired numerous examples to act 
  as workers in the yard / factories, crude security guards for 
  the TL2 locals on the port, and as security guards for the 
  planetside mines (the wheeled security robots not being 
  much use outdoors)
  MiNiNG CaMPs
  Ernest has restored a number of Imperial Era automated 
  mining facilities. These are large open cast mines on the 
  eastern continent away from the centers of population 
  (originally so the mines did not affect the environment of 
  the population centers).
  
  - 60 -
  The mines consist of large open cast mining areas, where 
  large automated mining machinery gouges at the rock face. 
  A few adapted cargo loading robots supervise the opera-
  tion. The ore is then transported via a series of conveyor 
  belts and grav trucks to the preliminary processing facilities 
  on the rim of the mine crater. There automated grinders 
  and smelters process the ore and produce semi-refined 
  ingots of metal.
  These are then stored near the landing pads to away ship-
  ment via shuttle to Ernest’s orbital factories. The ingots 
  are loaded onto the shuttles by a number of viral infected 
  loading machines / fork lifts / cargo loading robots. Most of 
  these devices are barely sentient and will only notice the 
  most blatant of intrusions / interference. 
  Power for these activities is supplied from a modular fusion 
  power unit located behind a blast berm at the edge of the 
  mining site.
  The old mining administration and accommodation blocks 
  are still in place but have suffered considerable decay from 
  70 years of exposure to the environment and lack of main-
  tenance. Doors and windows are missing and in several 
  places the roof leaks or has collapsed entirely.
  The mine is surrounded by a chain link fence with an 
  electronic alarm if the fence is breached. An area approxi-
  mately 5m out from the fence is mined with a small number 
  of anti-personnel mines. Their limited numbers means 
  that personnel walking through this area will only trigger a 
  mine on a roll of 0+. Ernest maintains a number of SPA-3 
  robots at each mining site. Approximately half are equipped 
  to provide maintenance for the processing plant whilst the 
  remainder are used to provide security and are outfitted as 
  the armed variant described in Appendix B. These robots 
  mount roving patrols of the security fence and the mine in 
  general. The detonation of an anti-personnel mine or other 
  explosions / gun fire will draw approximately 4 robots to the 
  scene.
  It has been left to the Referee to determine the exact 
  number of SPA-3s assigned to a particular mine site, based 
  upon the size of the mine and the capabilities of the RCES 
  Team members.
  lOCal eNTaNGleMeNTs
  When Ernest revealed itself to the natives of Iiselu, (prima-
  rily due to his re-starting of various on-planet mining opera-
  tions), numbers of the natives took Ernest to be a God and 
  his robots as angels. Ernest has done nothing to quell this 
  belief, although generally he does not actively support it. 
  It is useful that some of the native population think he is 
  divine. 
  A few believers have presented themselves at his mining 
  camps and have requested to serve their lord. Ernest now 
  has approximately 00 humans working in his refurbished 
  highport. The humans perform basic chores, such as clean-
  ing, moving raw materials and general menial work. They 
  are looked after by dedicated robots and have their own liv-
  ing and recreational areas away from the technological ar-
  eas of the port, such as the robot workshops, the shipyard, 
  the factories and Ernest’s computer banks. The majority 
  of the converts are simple peasant farmers, although a 
  handful are professionals of various types (clerks, soldiers, 
  blacksmiths and other artisans). Ernest deliberately does 
  not allow these converts use or have detailed knowledge of 
  the workings of technological items in case it raises awk-
  ward questions.
  Ernest has not established an organized church. If converts 
  or potential converts start to show signs of religious bigotry, 
  and extremist orthodox tendencies e.g. proclaiming reli-
  gious order, or studying the  previous announcements from 
  Ernest or his robots to identify the purpose of the divine, 
  then Ernest will send them back to the planet. Ernest does 
  not want fanatical religious converts questioning his logic / 
  perceived wisdom. These radical converts are sent back to 
  the planet as Lay-Preachers (Ernest tends to portray this as 
  an opportunity to further God’s work). 
  The Lay Preachers are supposed to reinforce the belief in 
  Ernest’s divinity amongst the general population. In prac-
  tice, the Lay Preachers tend to whip up religious fervor 
  and the occasional witch-hunt. Ernest supplies each Lay 
  Preacher with a radio so that they can receive guidance 
  from God, which allows Ernest some control of their ac-
  tions.
  Several of the more savvy local rulers, especially those 
  with relic equipment recognized the robots and small craft 
  for what they were. Some even realized that Ernest may 
  be a Virus (given his reclusive nature and extensive use 
  of robots). However they realized they were in no state to 
  compete against the more advanced force that now control-
  led the highport and the mines. The general belief amongst 
  a significant portion of the population that Ernest is divine, 
  coupled with the presence of the Lay-Preachers and their 
  tendency to violently denounce unbelievers prevents a de-
  nouncement of Ernest for what he is. The threat of Ernest’s 
  advanced weaponry, coupled with the potential for Lay 
  Preachers to whip up a frenzied mob is an effective mecha-
  nism to keep the local rulers in-line whilst not requiring a 
  significant use of Ernest’s limited resources.
  Ernest imposes the occasional tribute requirement on the 
  various local rulers, primarily for gold, silver, copper, certain 
  crystals and other minerals with industrial uses that his strip 
  mines do not produce in sufficient quantities. To support his 
  demands and show his god like power Ernest does provide 
  weather forecasting information to the local rulers, easy 
  for Ernest with his orbital vantage point and TL2 sensor 
  arrays.
  
  - 6 -
  Ernest has given each ruler a radio so he can pass on 
  weather forecasts. The radios are rigged with a microphone 
  that stays on and broadcasts any indiscreet conversations 
  in the radio room (or the ruler’s chamber, depending where 
  he keeps the radio). The radio also has a plastic explosive 
  charge in-case a ruler reveals himself as rebel, in which 
  case Ernest will detonate the explosive when the local ruler 
  is using the radio equipment.
  erNesT’s aCTiviTies
  Ernest is undecided as to the fate of the RCES prisoners. 
  He toyed with the idea of using them as forced labor but 
  decided that with their technical training there was too great 
  a chance for sabotage. He is  currently thinking that either 
  he could attempt to persuade some of the crew to become 
  front-men for his Guilded Lilly scheme, or that he could sell 
  them to another vampire as slaves, or if his pursuing patrol 
  cruiser is unsuccessful, then he may use them as hostages 
  against retaliation by the RC.
  So he has corralled the RCES prisoners in one of his spare 
  hangers (now spare as the RCES forces have destroyed 
  the ship that berthed in the hanger). He has closed and 
  locked all the doors and removed power to non-essential 
  services. He has also isolated any data connections. The 
  areas surrounding the hanger have been exposed to vacu-
  um, except for a single accessway which leads to the rest 
  of the port. Food is delivered to the prisoners once a day 
  by an unarmed robot. This is the only time the accessway 
  is pressurized. Ernest has made it clear that any assault on 
  the robot will lead to no food for 4 days, and any attempt 
  to escape will result in the accessway being exposed to 
  vacuum.
  The crew is poorly feed, and is forced to sleep on the 
  decking, and hygiene is a drum in the corner of the hanger. 
  They have been subject to some general intimidation 
  (mainly threats to open the hanger to space) and the oc-
  casional sleep deprivation. The interrogation efforts appear 
  to have been rather half-hearted. This is true, Ernest has 
  spent most of its attention in rebuilding its domain after the 
  battle and trying to interrogate Captain Maeve.
  Captain Maeve has been transferred to the brig, and has 
  been stripped and thrown into a cell. She has been subject 
  to poor food, sleep deprivation and verbal intimidation by a 
  robot guard. She has not yet given Ernest any useful infor-
  mation. Ernest hopes that if he breaks Maeve, then he can 
  use her to control the rest of the RCES crew.
  Since the RCES raid Ernest has recommenced his shuttle 
  runs to his planetside mines, and has salvaged what he 
  can from his wrecked ships. The salvaged parts are now in 
  one of the cargo holds, whilst the wrecked hulls have been 
  placed in a couple of used hangers. Eventually Ernest will 
  reuse the hull material in a new generation of Guilded Lil-
  ly’s. The heavy SDB has returned to its hanger.
  Ernest has brought the Mississinewa into a spare hanger 
  and is attempting to repair the ship. Unfortunately the battle 
  damage inflicted by his heavy SDB coupled with the isola-
  tion of primary systems due to anti-Virus control measures 
  has made repairs a slow process. The Mississinewa is still 
  several months away from its first flight.
  
  - 62 -
  ChaPTer 8 veNGeaNCe
  This chapter details the RCES’s covert assault on Ernest’s 
  highport. It details the various options that the RCES Team 
  is likely to employ in order to approach the highport, Gain 
  entry, overcome Ernest’s forces, and finally overcome Er-
  nest himself. Things will be complicated by Ernest’s robust 
  defense, the sudden arrival of a Guild raider and the unveil-
  ing of a Guild spy in the RCES ranks. 
  aPPrOaChiNG erNesT’s lair
  As Ernest knows that his secret base has been discovered 
  he will have his AEMS system powered and operational 
  and will be conducting constant scans of the area. He has 
  docked his heavy SDB to prevent it being subject to long 
  range bombardment, whilst the Bulk Freighter has been 
  moved to a different orbit.
  sileNT ruNNiNG
  If the RCES Team want to approach undetected, they will 
  have to use a combination of deceptive jamming and care-
  ful navigation using any available sensor shadows. 
  q	 To approach undetected within range of Iiselu:  
  TNe: Formidable, Pilot / Astrogation 
  CT: Pilot / Navigation, DM-2
  q	 To approach close to the Highport (30,000km):  
  TNe: Impossible, Pilot / Astrogation 
  CT: Pilot / Navigation, DM-4
  A TNe: Difficult Sensor Task Roll; CT: Sensors / Computer, 
  DM 0, task roll will detect a small chink in Ernest’s sen-
  sor coverage, the bulk freighter provides a sensor shadow 
  between Ernest’s sensors on the highport and any ship 
  approaching from the planet or from low orbit.
  Full sTeaM ahead
  If the RCES openly approach the Highport, Ernest will 
  launch his heavy SDB to confront the approaching RCES 
  vessel. The Heavy SDB will remain within 20,000km of the 
  Highport to provide anti-missile coverage. Ernest is wary of 
  dispatching his only warship in pursuit of an approaching 
  vessel in case there is a second undetected RCES force in 
  system.
  Given the disparity in sizes between the two ships, it 
  is extremely unlikely that the Victrix can overcome the 
  heavy SDB in combat, however the Victrix may approach 
  openly, and only be subject to meson gun fire when within 
  300,000kms (0hexs), before peeling off and running for 
  cover on the planet.
  If the Victrix lands upon the planet in an exposed position, 
  the orbiting heavy SDB will fire on her. If the Victrix lands 
  and then hides (under camouflage netting, in a lake, in the 
  sea etc.) it is unlikely the heavy SDB will be able to detect 
  her.
  GeTTiNG ON BOard
  TrOJaN hOrse
  If the RCES Team have managed to repair the INS 
  Agamemnon to such an extent that it can be used as a 
  Trojan horse, Ernest will detect it at 32 hexes. Ernest will 
  attempt to make radio contact. If unsuccessful he will try 
  laser and maser communication. 
  If he is unable to establish communications, he will launch 
  his heavy SDB to escort the patrol cruiser in and dispatch a 
  mine shuttle to dock with the cruiser. The mine shuttle will 
  contain a dozen security robots and two valet robots that 
  will board the cruiser and confirm the situation. If the RCES 
  Team can disable the boarding party, they will still have to 
  fake a status report to Ernest
  If the RCES have previously used the snake against 
  Ernest, then the status report will be over standard voice 
  channels:
  q	 To fake a voice message: TNe: Formidable, Bluff: CT: 
  Liaison / Streetwise, DM-2
  However, if Ernest is still using data communications, he 
  will interface directly with the computer onboard the shut-
  tle. It will be considerably more difficult to fake a message 
  using this means of communications:
  q	 To fake a data message: TNe: Impossible Computer; 
  CT: Computer, DM-4
  If Horus is aboard and supervises the communication, then 
  the difficulty level is reduced to TNe: Formidable; CT: DM-
  2.
  If the RCES establish communications before the shuttle is 
  dispatched, then the above task rolls can be used to con-
  vince Ernest that his patrol cruiser has returned.
  If Ernest is convinced that everything is all right then he 
  will allow the patrol cruiser to dock, and it will be met by a 
  dozen technical robots who will attempt to assess the battle 
  damage. If Ernest is unsure about the status of his cruiser, 
  he will order the shuttle to un-dock and return before he 
  allows the patrol cruiser to close. Only if the shuttle and the 
  robots physically confirm the status of the patrol cruiser will 
  he allow it to dock.
  
  - 63 -
  If the RCES Team’s cover is blown, the heavy SDB will 
  fire on the patrol cruiser, however the heavy SDB will not 
  pursuit the patrol cruiser as Ernest has limited its range of 
  operations. The heavy SDB will continue to fire until the 
  patrol cruiser has passed out of weapons range.
  sTOwiNG ONBOard
  The RCES Team may decide to gain access to the highport 
  by stowing away on a mine shuttle. The mine activities are 
  detailed in Chapter 6. If the RCES Team can gain entry 
  without triggering the minefield, or alerting the patrolling 
  SPA-3s, then they can fairly easily bypass the automated 
  machinery and stowaway. If the RCES Team members 
  just hide in the cargo bay, it is likely that a loading machine 
  will place a cargo container full of ore on top of them. (the 
  robot believes the space to be empty as it has not placed 
  a container there yet). The best approach is to hide in a 
  cargo container. Alternatively the team members could rush 
  the shuttle after loading is complete, and hide amongst the 
  gaps between the container.
  q	 To avoid a security patrol: TNe: Difficult, Stealth; CT: 
  Recon, DM 0.
  q	 To hide in a cargo container: TNe: Difficult, Stealth; CT: 
  Recon, DM 0.
  q	 To rush the shuttle before the cargo doors shut: TNe: 
  Difficult, Agility; CT: Dexterity, DM 0.
  If Ernest is aware that an RCES vessel has reached the 
  planet’s surface, he will take precautions against stowa-
  ways. He will order the shuttles to depressurize their cargo 
  bays once they have reached orbit. He will play his nuclear 
  damper over the cargo hold area of approaching shuttles to 
  ensure that any smuggled nukes are rendered inert. When 
  the shuttle docks, a cargo loader robot will check the cargo 
  hold with a radiation sensor and a chemical mine sniffer. 
  Unfortunately the depressurization of the cargo holder has 
  removed all traces of chemical explosives, although the ra-
  diation sensor will detect something like a nuclear warhead.
  If the cargo loader detects a nuclear device, then the entire 
  hanger will be blown into space, and the shuttle ordered to 
  make maximum speed away from the highport.
  If the RCES Team members are hidden in a cargo contain-
  er, they can remain undetected whilst the cargo container 
  is moved to a cargo hold. It will then be left unattended for 
  about 4 hours before it is lifted, opened and its contents 
  tipped into a blast furnace. 
  If the RCES Team members have hidden in the cargo hold 
  amongst the cargo containers, it is possible that they can 
  leave the shuttle undetected, however, there will be several 
  cargo loaders in the area unloading the shuttle, and the 
  hanger will be under camera surveillance by Ernest
  q	 To exit the shuttle undetected: TNe: Difficult, Stealth; 
  CT: Recon, DM 0.
  JuMPiNG OFF
  The RCES Team can exit the shuttle before it docks by 
  manually opening the cargo hatch, and hiding on the shut-
  tles hull and then coasting across in a Vac suit. 
  q	 To open the manual cargo hatch: TNe: Easy, Intrusion; 
  CT: Mechanical, DM+4
  q	 To remain on the hull of the shuttle: TNe: Difficult, 
  Environment Suit; CT: Vac Suit DM 0 (TNe: -1 Difficulty 
  Level; CT: DM-2, per 2Gs acceleration of the shuttle). 
  If the PCs use lines, or magnetic clamps then the TNe 
  difficulty level becomes : Average; CT: DM+2. Failure 
  to hang on will result in the team members being ma-
  rooned in orbit (unless the team member is equipped 
  with a maneuver pack).
  q	 To land successfully on the highport’s hull: TNe: Dif-
  ficult, Zero-G Environment; CT: Vac Suit / Zero G Com-
  bat, DM 0. A failure will result in the individual hitting 
  the highport’s hull for 6D6 damage ( TNe: - D6 per 
  agility attribute; CT: -D6 per 2 points of Dexterity). 
  q	 To avoid detection whilst coasting across: TNe: Easy, 
  Environment Suit, Intrusion; CT: Vac Suit / Recon, 
  DM+4. A failure to successfully land on the hull increas-
  es the TNe difficulty level of this task by 1; CT: DM-2.
  Once on the highport’s hull the RCES Team members have 
  to decide where they want to enter, in Ernest’s area or in 
  a derelict area. If they enter via an iris valve in Ernest’s 
  domain (there are no hatches that have not been welded 
  shut), then Ernest will automatically detect the entry.
  ON BOard a dereliCT
  If the RCES enter a portion of the highport that Ernest has 
  not yet reactivated they will encounter a pitch dark maze. 
  Thankfully the highport is still in pretty good shape and 
  the majority of the rooms and corridors are still intact. Iris 
  valves and hatches will be in the same state as the day 
  of the collapse over 70 years ago. Any closed valves and 
  hatches can be manually cranked open. Emergency mark-
  ings on the walls will direct the team towards their targets.
  The highport is vast, probably the biggest man made 
  structure the team members and the accompanying RCES 
  troops have seen. It is still impressive even after 70 years. 
  The Referee should mention the vast passenger con-
  courses, hotels, shops, cavernous cargo bays, and gigantic 
  
  - 64 -
  machinery and power plants associated with this Imperial 
  leviathan. 
  The RCES personnel may remain safe within the derelict 
  areas for as long as they want. They are outside Ernest’s 
  domain. The only restriction on the duration of RCES 
  Team’s preparations is the duration of their air-supplies. 
  However entering Ernest’s domain may be a bit more of a 
  problem as all hatches and iris valves leading to Ernest’s 
  areas have been welded shut. These can be blown and the 
  RCES Marines have shaped charges designed for just this 
  event. Blowing a hatch / valve / bulkhead will of course alert 
  Ernest (explosion, pressure drop). Ernest will be aware of 
  which area the breach is in from his environmental controls, 
  and robots or CCTV coverage may give him a better idea of 
  the strength and location of the invading force.
  If the RCES Team searches, they may detect a mainte-
  nance hatch leading to one of the machinery spaces that 
  has not been sealed. They can enter there and work their 
  way into Ernest’s domain undetected. They can either blow 
  a hole in a bulkhead to access the inhabited areas or follow 
  the machinery space to its end. It will emerge in a baggage 
  handling area next to a hanger bay.
  iNside erNesT’s lair
  erNesT’s resPONses TO PC iNTru-
  siON
  Once Ernest has determined that RCES forces are loose 
  on his station he will use the port’s interior sensors to detect 
  the location of the intruders. Certain areas of the port (pas-
  senger reception, crew quarters, hangers, the control node 
  and approximately 50% of the factory areas are equipped 
  with full or partial visual sensor coverage (main as part of 
  the Imperial era security and crowd monitoring systems). 
  The other areas do not have coverage and Ernest will be 
  forced to watch for unusual activity e.g. iris valves opening 
  in unusual places, RCES interference with equipment etc.
  Fixed resPONses
  Ernest has full access to the environmental control sys-
  tems and will use these to impede the movement of RCES 
  forces. As an Imperial highport, Ernest’s base of operations 
  is not equipped with inertial compensators and only simple 
  1G artificial gravity system, Ernest can not simply use Grav 
  Pong to kill intruders.  Ernest will alter atmospheric tem-
  perature and pressure, and even expose certain areas to 
  vacuum to hinder the intruders. He will also close and lock 
  any iris valves in the area.
  However, there are limits to Ernest’s fixed responses in 
  certain areas. Ernest would rather not depressurize areas 
  where his worshippers are working – it takes time to find 
  trained & loyal help, although Ernest will depressurize 
  these areas if he must. The factory areas have delicate 
  environmental requirements and Ernest will not alter the 
  environment within these areas in order to protect his 
  industrial facilities. The large size of these areas also limits 
  the number of iris valves that Ernest can close to hinder 
  movement. Ernest will secure these areas against entry.
  The large passenger concourse areas and the cargo holds 
  were designed to be large open areas, with minimal num-
  bers of iris valves, so once RCES forces are within one of 
  these areas, they will have free run of the area as Ernest is 
  unable to isolate various sections.
  Access to the control node is much more heavily guarded 
  with frequent closed and locked iris valves. Ernest has 
  also installed fixed gun & camera positions along all ap-
  proaches. The outer ring consists of single snub auto 
  pistol emplacements with CCTV targeting. The second 
  ring consists of single TL9 laser pistol emplacements with 
  CCTV targeting. Due to shortages of parts, only 50% of 
  these emplacements have operating lasers. The final ring 
  of defenses consists of single TL9 laser rifle emplacements 
  with CCTV targeting.
  FlexiBle resPONse
  Ernest has a number of mobile units that can engage pass-
  ing RCES forces. Intruders passing through the shipyard 
  assembly area or the assembly lines within the factories 
  are liable to attack from various construction robots and 
  welding arms etc. Ernest knows these forces are valuable 
  to his continued industrial strength and would be ineffec-
  tive against large numbers of troops, so he will only commit 
  them to the fray if:
  q	 RCES Team members are starting to shoot at all robots 
  / machines
  q	 Ernest’s control node is under direct attack
  q	 They can easily overwhelm a small group before return 
  fire can devastate these light forces.
  Ernest has a number of general robots (janitors, cargo 
  loaders etc) that can be given weapons. However these 
  robots have no armor or weapons skills. Ernest will use 
  these forces in a similar manner to his industrial robots or 
  as decoys for his security forces.
  Ernest’s main force consists of a number of baggage han-
  dler robots (SPA-3s) that have been armed and given basic 
  weapon skills. These are Ernest’s foot soldiers and the 
  ones the RCES Team members are most likely to encoun-
  ter. Ernest will also use these robots for armed patrols.
  Ernest has approximately a section’s worth of wheeled se-
  curity robots and these are his primary troops. He will use 
  them in hit and run raids, especially against small groups 
  
  - 65 -
  of RCES forces that have been separated from the main 
  body by closed iris valves, or have been distracted by other 
  expendable forces / environmental effects. Ernest would 
  rather not commit these forces to a pitched battle unless he 
  has no other choice.
  Finally Ernest will arm his worshippers with riot control 
  equipment from the security lockers (riot shields, helmets, 
  padded armor and batons) and let them conduct wave 
  assaults on the RCES forces, often in conjunction with 
  support from armed robots. Ernest will not equip his native 
  forces with firearms as this could destroy their belief in his 
  technological wonders. (it is quite likely that if Ernest wins, 
  he will purge those worshippers exposed to dangerous im-
  ages e.g. RCES troops, destroyed angel robots etc.)
  TaCTiCs
  Ernest will attempt to disorientate any invading party with 
  environmental effects, and then split the party by suddenly 
  closing iris valves. At this point Ernest will dispatch his 
  armed SPA-3 robots to attack the smaller party. If neces-
  sary, Ernest will supplement these robots with armed janito-
  rial and administrative robots.
  Ernest will use his steward robots armed with human weap-
  ons and equipped with flak jackets as snipers and skirmish-
  es which will attempt to pick off stragglers, especially in the 
  crew quarters, and passenger concourses.
  If the RCES forces are equipped with a few powerful 
  weapons, Ernest will use wave attacks from his worship-
  pers supported by their SPA-3 shepherds. Ernest will only 
  dispatch his security robots to deliver a devastating attack 
  or if the RCES forces are too heavily armored for the more 
  lightly armed forces.
  Ernest’s personality has been influenced by the Sylean 
  noble house computer he evolved in, and he has taken on 
  some of the traits of early Third Imperium noble, he is ex-
  pansionistic, aggressive (both militarily and economically), 
  confident and quite happy to bide his time.
  Ernest will fight to the last. He reasons that if he is defeated 
  and runs, he won’t have his empire and will be destroyed 
  by the advancing puppeteers or by other opponents such 
  as the Reformation Coalition, the Guild or fearful more 
  primitive Viruses.  Nor will he ally with the RCES, he wants 
  to be his own master, partner is not in his makeup, besides 
  if he can’t defeat the RCES Team now, he will realize he 
  won’t be able to defeat the Reformation Coalition later 
  when weakened (even if he overthrows the local RC repre-
  sentative, the RC fleet could destroy the Highport.  
   
  He will fight to the last in the hope that the enemy will 
  buckle and run away, or he  can wear them down. 
  COuNTer MOves
  Once the RCES Team and the associated RCES Marines 
  have made an entry into the highport then they should at-
  tack their assigned targets. The RCES Team may dispatch 
  small groups of troops to conduct feints and other distract-
  ing activities. 
  Possible feints and their effectiveness are detailed below:
  radiO JaMMiNG: 
  Ernest communicates and directs his robots by radio. Radio 
  jamming will significantly hinder his operational flexibility. 
  He will be forced to use couriers (probably cargo loader 
  robots) or display orders on any convenient computer 
  displays. 
  sNake aTTaCks: 
  If the RCES Team has brought a number of snake anti-
  viral weapons, they may either connect them directly into 
  Ernest’s datanet or in radio mode to attack robots. Ernest 
  has disabled the computer terminals in the hanger bays, so 
  the RCES Team must penetrate further to find an open data 
  connection. Ernest is fairly immune from the effects of the 
  snake although it will distract him. After the first attack, Er-
  nest will delegate a part of himself to firewall data connec-
  tions in front of advancing RCES forces. This will prevent 
  him from communicating with any of his robots that stray 
  significantly into any firewalled areas. 
  If the RCES Team use the snake in broadcast mode, they 
  may be able to destroy the Viruses’ resident within the ro-
  bots (Robot electronic combat value 4D6). After the first few 
  attacks, Ernest will order all his robots near the front line to 
  turn off their radios. Again this cuts Ernest’s lines of com-
  munications with his troops.
  saBOTaGe: 
  The RCES Team members do not have time to commit 
  sophisticated acts of sabotage, and with an active and 
  complex Virus present in the datanet, any acts of sabo-
  tage will probably be conducted using high explosives. 
  Ernest is prepared to absorb some damage, especially in 
  unimportant areas (hangers, cargo holds, cargo and pas-
  senger reception areas and accessways). He is keener to 
  preserve the factories, the shipyard, the power plant and 
  of course his control node. If necessary Ernest will use the 
  full extent of his environmental controls to prevent damage 
  (e.g. opening an area to vacuum, and letting the escaping 
  air suck bombs out into the void). He will however commit 
  forces to stop with widespread destruction of the important 
  areas. These forces will probably be armed SPA-3s, with 
  backup from armed cargo loaders or native workers. They 
  
  - 66 -
  will attempt to overwhelm small sabotage parties by sheer 
  weight of numbers.
  CuTTiNG The POwer: 
  If the RCES Team or RCES troops can penetrate to the 
  power plant they can disable the main power to the High-
  port. This can be accomplished by manually turning off the 
  plant, isolating the fuel supplies and letting the plant trip or 
  more dangerously by blowing up equipment.
  q	 To manually shut down the power plant:: TNe: Difficult, 
  Ships Engineering; CT: Engineering, DM 0
  q	 To isolate the fuel supplies: TNe: Difficult, Ships Engi-
  neering; CT: Engineering, DM 0
  q	 To find a safe place to emplace an explosive charge: 
  TNe: Difficult, Ships Engineering; CT: Engineering, DM 
  0.
  Disabling the power plant will cut lights, life-support, artifi-
  cial gravity and iris valve control / power to the entire port. 
  Emergency lights will provide limited illumination (primarily 
  for evacuation purposes) for the next 2 hours. The robots 
  will be unaffected until they run out of power. Ernest and his 
  control node have their own auxiliary power systems and 
  will remain fully operational. Without power, light and gravi-
  ty combat within the highport will become extremely treach-
  erous. More importantly the robots will become weightless, 
  and those robots with wheels or tracks will be immobilized 
  unless they can reach a wall. Treat all of Ernest’s robots as 
  being unskilled in zero-gravity movement and combat.
  The team must be careful to isolate the power plant or Er-
  nest will re-start it remotely or re-route excess power from 
  his standby power plant to specific areas.
  saBOTaGe The POwer NeT: 
  Rather than simply cut the power, the RCES Team may 
  attempt to disrupt the power distribution network, trig-
  gering a cascade failure that isolates various areas from 
  main power. This is a more controllable failure than simply 
  turning off the power and can be accomplished from main 
  power distribution nodes located next to the power plant, 
  and within the machinery spaces.
  q	 To trigger a cascade failure of the power distribution 
  system: TNe: Impossible, Ships Engineering; CT: Engi-
  neering, DM-4.  
  The presence of Horus in the datanet will aid this task. 
  TNe: difficulty level of this task lowered to Difficult; CT: 
  DM 0.
  If the RCES Team does manage to trip the power distri-
  bution net then power will be cut off across large swaths 
  of the highport. More importantly this will prevent Ernest 
  remotely reconnecting the power, as breakers will have to 
  be reset manually. Advancing RCES forces can reset local 
  breakers in each area as they advance, restoring lights 
  and gravity to each area in turn and greatly adding combat. 
  Cunning RCES Team members will only re-energize the 
  lighting circuits, allowing the RCES Marines to see their 
  floating targets. More importantly, the docking clamps and 
  hanger doors on the Heavy SDB’s hanger will be locked 
  in place and the Heavy SDB will be unable to release the 
  clamps (they are not in the arcs of fire of the heavy SDB’s 
  weapons). This will immobilize the Heavy SDB. 
  saNdMaN:
  RCES Team may want to insert Horus into the datanet, 
  either to attack Ernest directly or to provide cover from 
  electronic attack to RCES troops. This will require a data 
  connection between the Riggins and the highport’s data-
  net. Ernest has disabled the computer connections in the 
  hangers, so the team will have to think of another method 
  to make the necessary connect. 
  The simplest method would be to extend the cable until a 
  working data connection is found. The Riggins has about 
  00m of data cable that could be used. However unrolling 
  cables in the middle of a battle is a sufficiently strange ac-
  tion that Ernest will take notice and start isolating computer 
  connections as the cable advances. If the RCES have used 
  snake attacks, Ernest will have already isolated the com-
  puter connections.
  A more successful tactic would be to snake a robot and 
  then transfer Horus into its computer brain (the smarter the 
  robot the better). The Horus robot can then advance with 
  the troops until it finds a working data connection.
  The biggest risk is that Ernest will overcome Horus, de-
  stroying him and possibly infesting the third computer on 
  the Riggins.
  Nuke TheM uNTil They GlOw
  The RCES Team may resort to acts of extreme violence to 
  disable Ernest, especially if they seem to be losing. There 
  are two main methods that the PCs could inflict significant 
  widespread damage:
  NuClear BOMB:
  The RCES is generally wary of using nuclear weapons in 
  ground combat. This is a hang-over from the indiscriminate 
  planetary bombardment associated with the Rebellion and 
  Final War. However, the team may have a requested a 
  small tactical nuclear device from the Ra or have cannibal-
  ized a ship to ship missile warhead. 
  
  - 67 -
  It is unlikely that the team can smuggle a nuclear device 
  onto the highport. Ernest will bathe the mine shuttle with 
  its nuclear damper, which will render any warhead inert. If 
  Ernest detects an active nuclear device, (either by radia-
  tion sensors, robot observation or direct CCTV observation) 
  then he will seal all iris valves, use the full extent of his 
  environmental control and order in his reserves to destroy 
  this threat. 
  If the team members manage to detonate a small tactical 
  nuclear device it will destroy all personnel and equipment 
  within the module the device was placed in, and seriously 
  damage the adjacent areas.
  kaMikaZe:
  The RCES Team may attempt to ram the highport with a 
  captured spaceship (probably a mining shuttle). 
  q	 To direct a shuttle to impact the highport: TNe: Aver-
  age, Pilot / Astrogation; CT: Pilot, Navigation, DM+2
  The difficulty will be exiting the speeding shuttle without the 
  pilot also hitting the highport’s hull. It will not be possible 
  to radio control the shuttle, as any open communications 
  channel will be used by Ernest to re-infect the computer 
  with a Virus. The Virus will direct the shuttle away from the 
  highport. If given time, Ernest will launch his heavy SDB to 
  destroy the kamikaze vessel.
  In the event that the team manages to crash a shuttle into 
  the highport, it will seriously damage the area it hits and will 
  penetrate into the second layer of areas. The area directly 
  impacted by the shuttle will be severely damaged and any 
  personnel / robots within the area will be subject to impact 
  damage as detailed in the TNE Rulebook. 
  PrisON Break
  An obvious target for an RCES team is the former crew of 
  the RCES Mississinewa, who are locked in a hanger bay. 
  The location of the prisoners will have to be determined by 
  scouting or possibly by interrogation of a captured robot. 
  Attempts to access the highport’s datanet will be thwarted 
  by Ernest.
  Once the location of the prisoners has been determined, 
  the RCES team will have to fight their way to the prison. Er-
  nest may deduce the team’s destination and send a block-
  ing force (armed SPA-3s, armed cargo loaders or natives, 
  depending upon the strength of the RCES team). 
  A single armed cargo loader is stationed outside the access 
  passage to the prison and will attempt to alert Ernest to an 
  attack if the RCES team has managed to reach the prison 
  undetected. The RCES team will have to pressurize the 
  access passage way in order to rescue the prisoners, as 
  it is unlikely they have brought enough environment suits 
  with them. However Ernest has control of the environmen-
  tal systems and will prevent pressurization of the passage 
  way. The RCES team will be forced to cross the depressur-
  ized area in environment suits.
  However, there is no airlock on the hanger iris valve, and if 
  the RCES team opens the valve, they will depressurize the 
  hanger and kill the crew. If the RCES team has brought a 
  portable airlock they can enter the hanger safely. Using the 
  environment suits in shifts, the Mississinewa’s crew can be 
  transferred into the habitable part of the highport. This will 
  take about an hour, assuming a reasonable sized RCES 
  team. The most effective means of evacuation is to bring 
  a ship up to the personnel airlock next to the hanger door 
  and directly evacuating the crew directly onto the ship. The 
  Mississinewa’s crew will severely overcrowd the Riggins or 
  a mining shuttle.
  If the RCES team is unable to rescue the Mississinewa’s 
  crew, then Ernest will threaten their safety if the RCES 
  forces start to threaten Ernest’s control node.
  Guild iNTerveNTiON
  The Mercantile Guild has got wind of the Guilded Lilly 
  scheme thanks to a dead letter drop on Semaachi, which 
  directed them to Ebekhar. There they masqueraded as 
  an RC crew and the natives of Hope told them where the 
  RCES had gone. Now the Guild Raider “Perisher” has 
  stepped out of jump space close to the Iiselu highport and 
  makes a bee-line for the Highport. If necessary she will 
  engage other vessels in passing. As she approaches, she 
  will broadcast a message
  “Perisher to Wizard, respond”. This will be repeated sev-
  eral times before a new message is broadcast “Perisher to 
  wizard, I am activating your transponder, and dispatching 
  the launch”. Shortly afterwards, a 0tn skiff can be detected 
  leaving the Guild raider. This will head directly for the High-
  port. 
  BeTrayal
  Shrier Magemeneas is actually a Guild agent, planted on 
  Berens by the Guild council. His mission was to infiltrate 
  Jo’s Garage and either:
  q	 Marry Jo and become owner of the garage
  q	 Become Jo’s confidant and influence Jo’s decisions
  q	 Provide the Guild with details of the ships that pass 
  through the garage
  q	 Ruin the Garage’s reputation forcing Jo to accept a 
  Guild offer of backing
  q	 Arrange for Jo to suffer an accident and gain control of 
  the garage.
  
  - 68 -
  A review of Shrier’s history will show he spent over 20 
  years on starships coreward / spinward of Berens, this is 
  Guild territory. He has had a small transponder and radio 
  receiver implanted under his skin.
  If the crew of the RCES Mississinewa is still held by Ernest 
  in their hanger prison, then the Guild launch will dock at the 
  personnel airlock and a squad of 12 Guild troops outfit-
  ted with TL2 Light Battle Dress and ACRs will enter the 
  hanger and grab Shrier. Shrier will call out to his RC friends 
  not to interfere, and that he goes with the Guild voluntarily 
  to prevent bloodshed. The Guild forces will retreat to the 
  launch, and then the launch will undock and move off.
  If the Mississinewa crew has been freed by the invading 
  RCES forces, then Shrier will hang back and volunteer to 
  acts as rearguard. He will then hang back further to delay 
  approaching robots whilst the rest of the crew escape. The 
  RCES personnel will then here a few gunshots and then 
  silence. Shrier will not re-appear, and the crew will assume 
  he has been killed defending them. In truth, Shrier fired a 
  few rounds to make the robots duck for cover, and then has 
  taken off in another direction to rendezvous with the Guild 
  landing party.
  The Guild launch will home in on Shrier’s transponder, and 
  inform him by low power radio as to where they will dock 
  and pick him up.
  Once Shrier is on-board the launch, he will tell the craft’s 
  crew of the Riggins armament and any vulnerabilities 
  (Shrier knows where the Riggins was damaged in the previ-
  ous battles – up to the First Battle of Iiselu). He will also 
  inform them of any favorite tactics the Riggins’ crew like to 
  employ. The launch will then transmit this information to the 
  “Perisher”. This information effectively increases the Ships 
  Tactics level of the Perisher’s captain in any combat with 
  the Riggins.
  The Perisher will skirt around any combat between the Rig-
  gins and the Heavy SDB, but will move to prevent the Rig-
  gins supporting its troops if the heavy SDB is out of action. 
  The Perisher will also move to stop the Riggins docking 
  with the highport or returning to the Reformation Coalition. 
  The Guild means to claim this highport and want to destroy 
  any individuals who know of its location.
  The Perisher and its crew are here after profit, and an intact 
  Highport represents a very large profit. They would rather 
  sneak past any warships present, but will engage the Rig-
  gins Victrix if necessary. They will support their boarding 
  party as necessary. If the landing party is destroyed, oppo-
  sition warships are too strong, or the Highport is destroyed, 
  then the Perisher will leave the system.
  Shrier will then guide the launch towards an airlock close 
  to Ernest’s command center. The Guild means to destroy 
  Ernest and capture the highport. The Guild launch will 
  dock at a convenient airlock and Shrier will lead the troops 
  directly towards Ernest. The Guild troops are heavily armed 
  with RAM grenades, satchel charges and even a tac mis-
  sile. Ernest will desperately counter with whatever fixed 
  defenses and the handful of miscellaneous robots are in 
  the area. These will not be able to stop the Guild advance 
  although they will slow it enough to allow Ernest to commit 
  his security robot reserves. This will ease the pressure on 
  the advancing RCES forces.
  BaTTle FOr erNesTs CONTrOl 
  NOde
  As the RCES and Guild forces converge on Ernest’s con-
  trol node, Ernest will commit the last of his reserves. He 
  will attempt to pin the advancing forces against his fixed 
  defenses and use the reserves as a hammer to smash the 
  intruders against the anvil of his defenses. Unfortunately 
  the Guild advance has drawn off the majority of Ernest’s 
  security robot reserves, and he has been forced to supple-
  ment the few remaining security robots with armed SPA-3s 
  and valet robots. 
  By this time the RCES forces have probably taken casu-
  alties, and had units spilt from the main force to provide 
  feints and to stage the prison break. The Referee should 
  use skirmishing attacks by robot groups to delay any RCES 
  Marines that are still with the RCES Team. The team should 
  advance whilst the Marines deal with any ambushers.
  In the final corridors and rooms just outside the entrance to 
  the control node, the RCES Team members will encounter 
  the remnants of the Guild raider force consisting of Shrier 
  and 3 troops. The Referee should adjust the number of 
  Guild troops to make the encounter challenging. 
  Once the Guild forces have been overcome, the remaining 
  RCES Marines will arrive and set up the charges to breach 
  the iris valve leading to Ernest’s computer banks.
  CONFrONTaTiON
  As the charges detonate, and breach Ernest’s final defens-
  es a janitor robot will emerge from the smoke. It will ad-
  vance rapidly towards the RCES troops and detonate. The 
  robot has an Initiative of 3 to determine if any of the RCES 
  Team members can disable the robot before it detonates. 
  The robot has been equipped with a large explosive device 
  that will kill or disable the front rank of Marines.
  Remaining RCES Team members can advance through the 
  breach, and move rapidly through the offices that surround 
  the computer banks. Ernest resides in a set of 6 large cabi-
  nets and is now defenseless. If the team members check 
  the offices, they will find a series of access terminals that 
  
  - 69 -
  are ideal for the connection of a snake or the insertion of 
  Horus, if Horus has not yet entered the datanet. 
  One of the offices is actually the security station and brig 
  where Captain Maeve is being held. Any search will find 
  the brig. Explosives are needed to breach the brig door. 
  Captain Maeve will slowly raise her head and smile at the 
  RCES Team before relapsing into unconsciousness. 
  If Ernest is confronted, he will deny to speak with his con-
  querors. As the RCES Team members survey the scene, 
  or start to fire on the cabinets, they will feel a shudder 
  throughout the structure of the highport. Ernest’s voice will 
  issue from any remaining speakers “You have destroyed 
  my dream of empire, and cast me into the darkness. Now 
  you shall follow me to my doom.”
  A TNe: Difficult Ships Engineering; CT Engineering, DM 
  0, task roll will identify the source of the shudders, Ernest 
  has fired the highports maneuvering thrusters, and the 
  highport’s orbit is decaying rapidly. A radio call to the Victrix 
  will confirm the highport has broken orbit and is starting to 
  descend. 
  The only way to stop this course of events is to introduce 
  Horus into the datanet before the RCES enter Ernest’s 
  final sanctuary and that Horus defeats Ernest in electronic 
  combat.
  If the highport starts to de-orbit, then any personnel within 
  the highport have 20 minutes to escape before the highport 
  enters the atmosphere. The highport is not designed to 
  operate in an atmosphere. The hangers are approximately 
  5 minutes away at a run.
  If the RCES Team lingers in the highport (looking for loot, or 
  prisoners) then they will experience the highport’s re-entry. 
  The heat of re-entry will cause the hanger door seals to fail, 
  which will explosively decompress large parts of the port. 
  The temperature will also start to fail the connection points 
  linking the highport’s modular structure together. The port 
  will echo to strange creakings and groans from the metal-
  work. Any attempt to pilot a small craft away from the port 
  during re-entry will be a TNe: Formidable piloting task; CT: 
  Pilot / Ships Boat, DM-2 task. Failure is likely to result in the 
  destruction of the vessel.
  The highport will break apart after an additional 20 min-
  utes as it re-enters and slam explosively into the planet’s 
  surface. Hopefully the PCs, RCES Marines and the crew of 
  the Mississinewa have been safely retrieved by the Riggins 
  and any captured small craft.
  PiCkuP
  In the event that the RCES forces have to leave the high-
  port (e.g. under a devastating assault from Ernest’s forces 
  or upon the imminent destruction of the highport), then they 
  will need pickup. There are two choices, the Riggins can 
  dock and pick them up directly or they can commandeer a 
  vessel. 
  The Riggins can easily blow the doors off a hanger, and 
  land in a hanger bay. The hangers are equipped with Impe-
  rial standard docking tubes that will allow a pressurized 
  transfer even if the bay is in vacuum. The only danger is 
  that any pursuing forces can also attempt to use the dock-
  ing tube to board the Riggins. All this assumes that the 
  Riggins is not engaged in starship combat and can reach 
  the highport in time.
  Two choices are available if the RCES Team decides to 
  commandeer a vessel, either a mining shuttle or the Guild 
  launch. 
  The mining shuttles are unguarded and unarmed and there 
  will be at least one in a hanger bay unloading its cargo of 
  ores. The only problem is that the shuttles computer holds 
  an active Virus, a smaller and less advanced version of 
  Ernest.  The RCES Team can approach the shuttle easily 
  and connect a snake to an exterior dataport in an effort to 
  remove the Virus. Given the small size and limited capabili-
  ties of the shuttles computer, the resident Virus only has an 
  electronic combat value of 4D6+. If the snake succeeds in 
  removing the Virus, any trained pilot can guide the shuttle 
  out of the hanger using the manual controls and rendez-
  vous with the Riggins.
  If the RCES Team attempts to grab the Guild launch, then 
  they will find it still docked, and with its iris valve open, 
  ready for a quick getaway. It is crewed by two Guilders 
  armed with decksweepers and dressed in Vac suits. They 
  have however rigged a surprise. They have attached a 
  claymore mine on the wall next to the airlock which they 
  can detonate down the approach corridor. If the team mem-
  bers can gain initiative over the crewman waiting at the 
  door, and disable him, then the mine will not be triggered, 
  otherwise the crewman will detonate the mine and attempt 
  to get on board the launch and shut the iris valve. The 
  launches crew can be considered to be Experienced NPC’s 
  for combat purposes.
  
  - 70 -
  ChaPTer 9 - aFTerMaTh
  The surviving RCES personnel can watch the explosive 
  effects of the highport entering the atmosphere and break-
  ing up. The resulting impacts from large highport modular 
  sections are horrendous. The resulting firestorms and tidal 
  waves can be seen from orbit with the naked eye. Vast 
  plumes of smoke and debris start to darken the skies, 
  whilst in orbit the Riggins Victrix hangs alone in a field of 
  debris.
  The Riggins is not alone, for hanging in a lower orbit is Er-
  nest’s bulk freighter with its onboard viral intelligence. It will 
  lie quiet unless it is actively scanned or the Riggins moves 
  towards it. If so, the bulk freighters engines will fire as it 
  moves away from Riggins.
  The bulk freighter is no real threat to the Riggins as it is 
  unarmed and slow (G). The Riggins can easily avoid it 
  or overhaul it as desired. The bulk freighter would make a 
  valuable prize and can be disabled by use of the Snake or 
  Horus attacking the resident Virus over the radio system. 
  The freighter’s cargo holds are big enough to hold the 
  Riggins, and with the crews of the Riggins, the Mississin-
  ewa and the remaining RCES Marines and RCES Team 
  members, there is just enough crew to man the vessel and 
  return it to Coalition space. The presence of Horus in the 
  freighters computer system will greatly aid recovery of this 
  vessel.
  The defeat of Ernest and the recovery of the RCES Mis-
  sissinewa crew and the bulk freighter is a victory for RC 
  forces and will allow them to concentrate their efforts on the 
  Vampire Highway and the confrontation with the Empire of 
  Solee.
  OBliGaTiONs
  With the destruction of Ernest’s Highport, the mission is ef-
  fectively complete, but the crew of the RCES Riggins Victrix 
  have picked up other obligations along the way:
  q	 Hope: The population of Hope is expecting a RCES 
  follow-up mission bring medicines and technological 
  aid. The remaining low berthers still within the vaults 
  could provide a valuable influx of trained personnel into 
  the Coalition (especially from the Timer Clubs and the 
  Imperial Navy frozen reserve.) 
  q	 Ebekhar: The RCES Team may feel obligated to the 
  Ebekharian rebels and certain ex-members of the gov-
  ernment, and may wish to launch a rescue mission to 
  recover them from the war ravaged surface of Ebekhar. 
  q	 Iiselu:  The human population of Iiselu are suffering ter-
  ribly from the impact of the highport and are currently 
  at the beginning of a Nuclear Winter. Humanitarian 
  concerns would suggest mounting some sort of relief 
  mission. This will be complicated by the upheavals 
  amongst those natives who believed Ernest to be a 
  god, and have just witnessed his casting down, and 
  the presence of infected robots at any surviving mining 
  sites.
  OuTsTaNdiNG suCCess
  The RCES Team with the aid of Horus may have been able 
  to kill Ernest before he triggered the de-orbit burn. If so, Ho-
  rus can rapidly infect the remaining robots. The team may 
  potentially have gained possession of an intact TL2 Class 
  A shipyard capable of building one Far Trader per year. 
  The only problem is that it is horribly exposed, over a 
  subsector beyond current RCES areas of operations. The 
  RC will be overjoyed with their new shipyard, but will place 
  its defense in the hands of the RCES Team until adequate 
  resources can be dispatched. With the situations with 
  Promise and the Empire of Solee, it may be awhile before 
  any help is available. 
  The RCES Team’s continued operation of the highport is 
  left to the Referee.
  dark dreaMs
  Horus will be withdrawn following his encounter with Er-
  nest. He is haunted by bits of Ernest’s memories regarding 
  the Imperial Core. Horus will relate vague impressions of 
  vast viral forces at work.
  Horus’s recollections of Ernest’s journey to Iiselu (acquired 
  during his time in Ernest’s datanet) can be used by the Ref-
  eree as a prompt for future adventures within the Diaspora 
  Sector.
  
  - 7 -
  aPPeNdix a - sTarshiPs
  reFOrMaTiON COaliTiON
  VICTRIX Class MulTiMissiON slOOP
  The Victrix ships are survivors of, or copies of a class of 
  multipurpose warship constructed by the Solomani Confed-
  eration during the Final War. They are true TL2 thorough-
  breds: fast, long-legged, well-armed and highly capable, 
  but “highly-strung” and quite demanding to operate. All  
  units of the class currently serving the RCES are slightly 
  different.
  Like all Victrix ships, Riggins Victrix is a tight design. 
  Except for her recovered TL3 jump drive, all her systems 
  are TL2. (All Victrix class ships have at least J3 perform-
  ance with TL13 drives, but some are fitted with recovered 
  lightweight high tech drives. These not only allow higher 
  absolute performance, but the weight savings allow these 
  vessels to have beefed up hull plating).
  All crewmembers except the captain are housed in double 
  occupancy, but when extra crew or troops are carried, hot 
  bunking is required. Fuel carriage is also at a premium; 
  Victrix ships also require careful attention to fuel usage. 
  The G-Turn figures below based upon fuel reserved for 
  Jump-N also apply to a ship that has just entered a sys-
  tem after having completed such a jump. An additional six 
  G-Turns may be gained by burning power plant fuel, but 
  this is potentially risky. Although all Victrix ships have “good 
  legs” based upon their Jump-3 performance, the cost in 
  their limited fuel tankage means that such deep penetration 
  missions must have their jumps carefully plotted to place a 
  fuel source very near the far end of the jump-space “hole”, 
  preferably in such a location as to completely use up the 
  ship’s residual velocity.
  Ships systems draw a total of 984.6075 MW, a shortfall of 
  29.6075 MW. When the contra-grav is secured, there is 
  no shortfall, but whilst the CG is in use, the area jammer is 
  usually shutdown, and the EMS deceptive jammer has its 
  short range reduced to 3,000km (quite sufficient to counter 
  planetary surface and orbital threats when flying NOE). 
  Note that the power shortfall varies. 8.3 MW is set aside 
  for weapons, and any spare power capacity can be used to 
  reduce the power shortfall. The above weapons load only 
  requires 0.9MW leaving 7.4MW spare.
  Unlike most starships, Victrix ships are equipped with 
  direct-fire ground attack weapons. These are of absolutely 
  no use in space combat due to their limited range, but are 
  used in planetary combat. The two plasma guns are used 
  for strafing ground targets in support of ground troops. 
  These weapons are fired by the pilot/maneuver officer and 
  can be fired in High or NOE flight modes. They are fully 
  stabilized to allow fire at any speed, and their fire control 
  allows up to four difficulty modifiers to be disregarded. A 
  full load of ammunition for each gun (200 rounds total) are 
  carried.
  Victrix ships are also equipped with a remote chin mounted 
  turret mounting a squad support laser. This turret is fully 
  stabilized with a –4 Diff Mod fire control like the plasma 
  guns, but is usually used in NOE mode to lay down sup-
  pressive anti-personnel fire when recovering troops. The 
  turret can be fired by one of the bridge command crew or 
  an MFD operator, but no additional apply when fired under 
  MFD control. The turret can bear in any direction below or 
  at the same level as the ship, but may not fire at targets 
  above the ship.
  Although some of the relic Victrix ships have not been 
  refitted for multi-mission pod carriage, all new vessels are 
  so fitted. The maximum allowed mass for all pods is 473 
  tonnes, or the ship’s performance will fall to 2G.
  TL12 fuel purification machinery (3.6 MW), 23.25 hours to 
  refine 2325 cubic meters of fuel, or 100 cubic meters per 
  hour. % fuel scoops allow the ship to skim a full fuel load 
  in one hour.
  GeNeral daTa
  Displacement: 400 tons 
   
   
  Hull Armor: 
  40
  Length:  
  60.5m  
   
  Volume: 
  5,600 m3
  Price:  
  349.00MCr 
   
  Target Size: 
  Small
  Configuration: Slab AF  
   
  Tech Level: 
  2/3
  Mass (Loaded 
  / Unloaded): 5,704.46 / 5,496.33
  eNGiNeeriNG daTa
  Power Plant: 
  955MW TL2 Fusion (50MW/hit),  year 
  duration (29.6075 MW power shortfall)
  Jump 
  Performance: 
  4 (400m3 fuel for J4, 050m3 fuel for J3, 
  700m3 fuel for J2, 350m3 fuel for J) with 
  relic TL3 jump drive
  G Rating: 
  4G (200MW/G), contra-grav lifters (40MW)
  G-Turns: 
  37 with J4 fuel reserve (5 with J3 fuel 
  reserve, 65 with J2 fuel reserve, 79 with J 
  fuel reserve, 93 using all jump fuel), 25m3 
  each.
  Fuel Tankage:  2325m3 (66 tons), plus 43.25m3 (0.23 
  tons) reserved for the power plant 
  Maint: 
  222
  
  - 72 -
  eleCTrONiCs
  Computer:   3 x TL2 Fibre-Optic Computers (0.4 MW each)
  Commo: 
  2 x TL2 000AU Radio (only one powered to 300.000km level, 0 hexes, 0MW), TL2 000AU Maser 
  (0.6MW)
  Avionics: 
  TL0+ Avionics, TL2 Terrain Following Avionics, 
  Sensors: 
  TL12 PEMS fixed array 150,000km (5 hexes, 0.2MW), TL12 AEMS 300,000km (10 hexes, 27.5MW)
  ECM/ECCM:  TL2 20,000km EMS Jammer 20,000km, (4 hexes, 33MW), TL2 5,000km Area Jammer (same hex, 
  6.75MW), EM masking package (5.6MW)
  Controls: 
  Bridge with 9 bridge workstations, plus 0 other workstations.
  arMaMeNT
  Offensive: 
  3 x 20MJ Laser Turrets (Locs 2, 3, Arcs , 2, 3; Loc: 0, Arcs: All; 3.3MW each,  crew each)
   
  Planetary Combat Only:
   
  2 x forward firing rapid fire plasma guns with 100 rounds per gun,
   
   x remote turret with squad support laser.
  Defensive: 
   x TL2 sandcaster turret (Loc: 0, Arcs: All; TL2, D0x5 per hit; 30 cann; MW;  crew)
  Master Fire 
  Directors: 
  2 x TL2 Missile/Beam MFD, (4 Diff Mods; Msl 0 hexes; 0 hexes; 3.MW each;  crew each).
  weaPON sTaTs
  TL2 20MJ Laser Turret Eff. 4:/9-27; Medium. 8:/9-27; Long. 6:/6-9,  
  Extreme. 32:/3-9.
  76Mj RF Plasma Gun: ROF: SA5; SR:870; Dam:262; Pen Val:262-262-3-26;  
  Conc-Burst:69-25; FC:4
  Squad Support Laser: ROF:SA5; SR:300; Dam: Varies; Pen Val: Nil; FC:4.
  aCCOMMOdaTiONs
  Life Support:  Extended (.2MW), grav compensators (3G; 28MW).
  Crew: 
  26 (0 engineering, 6 gunnery, 3 command, 2 maneuver, 2 electronic, 2 maintenance,  medic).
  Crew Accommodations: 
   x small stateroom (0.0005MW), single occupancy for captain, 2.5 x small staterooms 
  (0.0005MW each), double occupancy for remainder of crew
  Passenger Accommodations: None
  Cargo: 
  8M3, Small Cargo Hatch, 40-ton multi-mission pod.
  Small Craft: 
  None
  Airlocks: 
  4
  MOve
  Atmo Speeds: 5,600kph max; 4,200kph cruise; 480kph max NOE.
  Combat Move: High=778, NOE=22, Travel Move: Cruise=6,800km, NOE=960km.
  aGiliTy (TarGeT MOveMeNT diFFiCulTy MOdiFiers)
  +9 Diff Mod (max speed, use vs. high mode combat move)
  +8 Diff Mod (cruising, use vs. high mode travel move)
  +6 Diff Mod (use vs. safe NOE combat move)
  +8 Diff Mod (use vs. 2 x safe NOE combat move)
  +0 Diff Mod (use vs. 3 x safe NOE combat mode)
  
  - 73 -
  daMaGe TaBles
  location
  surface
  interior
  
  -6: Ant
  -2 PL Gun A, 3-4 PL Gun B, 5 Remote 
  SSL, 6-20 Elec
  2-3
  -9: Ant
  -4 Elec, 5-7 LT, 8- Hold, 2-20 Quarters
  4
  -9: Ant, 0:AL
  -4 Eng, 5-8 Elec, 9-20 Hold
  5
  -0: Ant
  -4 Eng, 5-8 Elec, 9-20 Hold
  6-7
  -5 Quarters, 6-20 Hold
  8
  -2: SCH
  -5 Pod, 6-20 Hold
  9
  -5 Pod, 6-20 Hold
  0
  -3 Sand, 4-6 LT, 7-20 Hold
  
  Pod
  2-3
  Hold
  4-5
  -5 Pod, 6-20 Hold
  6-7
  -2:EMMR
  -4 Eng, 5-20 Hold
  8-9
  -2:EMMR
  -5 Eng, 6-20 Hold
  20
  Eng
  sysTeMs
  CG – H, MD – H, AG – H, ELS – 5H, Sickbay – H, AEMS – 2h, LT – H, PL Gun – H, Remote SSL – h, EMM – H, 
  All Others – h
  ClassiC Traveller:
  VS-4447E2-040000-30000-0 400tns  
  TL2/3
  BB 
                      3  
  Crew = 
  B 
                      3  
  MCr: 399.237
  Fuel Plant & Scoops, Fuel =88, EP = 28, Ag = 4, Cargo = 0, 
   x 40tn Multi-Mission Pod. Crew Accommodation =  Bunks
  Ground Attack Weapons: Squad Support Laser, 2 x Rapid Pulse Plasma A Guns
  40 TON lONG raNGe surveillaNCe POd
  This pod is designed to support long range covert surveillance of potential SAG targets. The pod carries an additional 
  PEMS system (80,000km), and a missile turret (with additional magazine capacity) for the launching of remote surveil-
  lance drones.
  In addition the pod holds quarters for 0 covert agents (assuming double bunking in the SSRs), 4 Marines – a reconnais-
  sance team, together with four broomsticks for covert personnel drop / recovery. The onboard power plant powers the pod 
  and supplies a power surplus to offset the power shortfall of the Victrix. Finally the pod carries additional cargo space and 
  extra fuel for the HePlaR drive.
  Volume: 
  560 m3
  Mass:    
  Loaded: 30.9434 
  Unloaded: 236.9434
  Price:  
  MCR 67.880296
  Power:  
  24 MW Fusion,  Year Duration (3.6m3)
  Electronics: 
  80,000Km TL2 PEMS folding array (6 hexes) with a bridge workstation
  Armament: 
  Missile Turret (2 ready Missiles, Loc X, Arcs All)
  Crew:  
  7 ( elec,  drone operator,  Maint, 4 Marines) in 4 SSR
  Passenger: 
  0 (Dual occupancy in 5 SSR)
  
  - 74 -
  Craft: 
   
  4 Broomsticks with minimal hangers, 2 launch ports
  Features: 
  Cargo = 65m3, Missile Magazine Capacity = 8, Additional HePlaR Fuel = 2 G-Turns (25m3 each), Power 
  Surplus = 23.7455MW
  Maint: 
  7
  sysTeMs
  PEMS – H, MT – H, Hanger – H, PP – H, SSR - 2h each, Cargo – H, LS – 2h, ELS – h
  lOCaTiON
  - 
  Elec
  -2 
  Missile Turret
  6 
  Hold – magazine + hangers
  7 
  Eng
  - 
  Hold
  2-20 Quarters 
  When coupled to the Riggins Victrix, the pod completely overcomes the ships power shortfall and actually leaves with Rig-
  gins with a power surplus of .53475MW, even with the Contra-Gravity operating.
  The Riggins Victrix carries a number of additional items in the pod cargo bay and magazine as follows:
  •	
  A selection of TL2 canaries
  •	
  TL8 Lightening Bolt Anti Viral Weapons
  •	
  Snake Anti Viral Weapon x 
  •	
  TL2 Sensor Drones x 3
  •	
  TL4 Sensor Drone x 
  •	
  Anti Ship Missiles x 6
  ClassiC Traveller:
  The Long Range Surveillance Pod provides an additional computer and sensors for extra covert monitoring, as well as 
  four weeks worth of power plant fuel for the Victrix when it is in powered down mode. The pod also includes a sensor 
  probe launcher (which could be used to launch missiles in extreme cases), as well as a magazine, a small amount of 
  cargo and quarters for a crew of two (engineer and sensor operator) as well as four Marines. Finally ten small bunks and 
  a 4 dtn hanger containing 4 broomsticks are available for the temporary housing of covert agents.
  LRSP-0400S-000000-00002-0 
  40tns 
  TL2
  BB 
   
   
            
  Crew = 2
  B 
   
   
            
  MCr: 28.908
  No fuel plant or scoops. Fuel = , EP = 0.4, Ag = 0, 
  Marines = 4, Cargo = 3.8, Magazine, Craft = 4 Broomsticks
  Passengers = 0 Bunks, Additional fuel for Victrix = 4dtns
  Crew / Marine accommodation = SSR x 6
  
  - 75 -
  rCes MISSISSINEWA – BrOadswOrd Class MerCeNary Cruiser
  The RCES Mississinewa is a Broadsword Class Mercenary Cruiser. The Broadsword variant sacrifices G-Hours for ad-
  ditional Jump capacity, Maneuver Gs, and an EMMC suite. 
  Following battle damage suffered at the First Battle of Ebekhar, the Mississinewa is currently not jump capable and had 
  lost its second cutter and gun-pack module. All other small craft, modules and vehicles are still present and operational.
  The docking ring housings for the two cutters do not allow maintenance or repair work to be done on them while they are 
  docked. The modules may not be swapped while the cutters are docked; this must be done outside of the ship.
  TL15 fuel purification machinery (14.16 MW), 15.35 hours to refine 4640 cubic meters of fuel.
  GeNeral daTa
  Displacement: 800 tons 
   
   
  Hull Armor: 
  28
  Length:  
  28m 
   
   
  Volume: 
  ,200 m3
  Price:  
  34.9MCr 
   
  Target Size: 
  Small
  Configuration: Sphere SL 
   
  Tech Level: 
  5
  Mass (Loaded 
  / Unloaded):  
  6,758.95 / 3,723.3
  eNGiNeeriNG daTa
  Power Plant: 
  050 MW TL5 Fusion (262.5MW/hit),  year duration 
  Jump 
  Performance: 
  3 (2240m3 fuel for J3,
  G Rating: 
  2G (400MW/G), contra-grav lifters (80MW)
  G-Turns: 
  48 with J4 fuel reserve (92.8 using all jump fuel), 50m3 each.
  Fuel Tankage:  4640m3 (33.4 tons), plus 05m3 (7.5 tons) reserved for the power plant 
  Maint: 
  77
  eleCTrONiCs
  Computer:   
  3 x TL5 Fibre-Optic Computers (. MW each)
  Commo: 
   x TL5 300,000km Radio (0 hexes, 0MW), TL5 000AU Maser (0.6MW)
  Avionics: 
  TL8+ Avionics 
  Sensors: 
  TL5 PEMS folding array 50,000km (5 hexes, 0.5MW), TL5 AEMS 300,000km (0 hexes, .2MW)
  ECM/ECCM: TL5 300,000km EMS Jammer, (0 hexes, 30MW), EM masking package (.2MW)
  Controls: 
  Bridge with 5 bridge workstations, plus 7 other workstations.
  arMaMeNT
  Offensive: 
  8 x TL5 50MJ Laser Turrets (Locs 2-5, Arcs , 2, 3; Locs: 2-5, Arcs: 2, 3, 4, 5; 4.2MW each,  crew 
  each)
   
  Defensive: 
  None
  Master Fire 
  Directors: 
  2 x TL5 Beam MFD, (6 Diff Mods; No Missiles; 0 hexes; .56MW each;  crew each).
  
  - 76 -
  weaPON sTaTs:
  TL5 50MJ Laser Turret Eff. 0:/0-30; Medium. 20:/0-30; Long. 40:/0-30,  
  Extreme. 80:/0-30.
  aCCOMMOdaTiONs
  Life Support:  Extended (2.24MW), grav compensators (6G; 56MW).
  Crew: 
  72 (7 engineering, 0 gunnery, 0 command, 2 maneuver,  electronic,  
  2 maintenance,  medic, 6 small craft crew, 3 troops).
  Crew Accommodations: 
  2 x small stateroom (0.0005MW), single occupancy, 4 x small staterooms (0.0005MW 
  each), double occupancy, 8 x large staterooms (0.00MWeach), quadruple occupancy
  Passenger Accommodations: None
  Cargo: 
  555M3, Two Large Cargo Hatches.
  Small Craft: 
  2 x 50tn Modular Cutters in docking rings, each with its own launch port (each cutter with two modules),  x 
  air/raft with internal hanger (minimal) with its own launch port.
  Airlocks: 
  8
  daMaGe TaBles
  location
  surface
  interior
  
  Ant
  Elec
  2-5
   AL, 2-5 Ant
  -2 LT, 3 Elec, 4-20 Qtrs
  2-5
   AL, 2-5 Ant
  -2 LT, 3-20 Hold
  6-, 6, 9
  -2 CH, 3-4 Ant
  Hold
  7-8
  Launch Port
  -5 Eng, 6-20 Hold
  20
  Eng
  sysTeMs
  JD – 9H, PP – 4H, CG – 2H, MD – H, AG – 3H, LS – 3H, ELS – 2H, FPP – 0H, LSR – H, SSR – 2h, LT – H, EMM 
  – H, EMMR – h, All Others – h
  ClassiC Traveller:
  CP-85326F2-000000-40000-0 800tns TL5
  BB 
   
           8      
  Crew = 20
  B 
   
           8      
  MCr: 450.658
  Fuel Scoops & Plant, Fuel = 288, EP = 48, Ag = 2 
  EP Spare = 2, Cargo = 75, Pass =  (Owner), Troops = 4 
  Craft: 2 x 50tn Modular Cutter, 2 x additional cutter modules, air/raft
  
  - 77 -
  rCes GuNNed CuTTer
  The standard RCES cutter with gunpack module is described in the Reformation Coalition Equipment Guide Pages 42 & 
  43. The combat statistics for this vessel are summarized below:
  Target Size: 
  Very Small
  Hull Armor: 
  30
  Power Plant: 
  00MW  
   
   
   
  G Rating: 
  3 /  with gunpack 
  G Turns: 
  48 + .6 on module
  Computer: 
  2 x TL2 Standard Model
  Avionics: 
  TL0+
  Commo: 
  30,000km Radio, 000 AU Maser 
   
  Sensors: 
  PEMS Fixed Array 30,000km, AEMS 300km (use extreme range for task difficulty)
  Controls: 
  Flight deck with 2 workstations + 3 normal workstation ( on cutter, 2 in module)
  Crew:  
  3 (Engineering, Electronics, Maneuver)
  location
  surface
  interior
  
  -2: Ant
  -0 Elec, -20 Qtrs
  2-3
  -2: AL
  -5 Qtrs, 6-0 Elec, -5 Hold, 6-20 
  Module
  4-5
  -5 Hold, 6-20 Module
  6-9, -5
  Module
  0, 20
  Eng
  6-9
  -5 Module, 6-20 Hold
  sysTeMs
  PP – 2H, CG – 2h, MD – h, AG – 2h, LS – H, ELS – H, All Others – h
  ClassiC Traveller:
  YY-0044-000000-00000-0 
  50tns 
  TL2
  BB 
   
                 
  Crew = 2
  B 
   
                 
  MCr: 28.8
  Fuel Scoops, No Fuel Plant, Fuel = 5.5, EP = 2, Ag = 3 
  EP Spare = 0, No Bridge, 2 Crew Couches,  hardpoint,  
   x 30dtn Cutter Module
  laser GuNPaCk MOdule – Tl11
  Power:  
  5.MW MFD Turbine, with 2 hours fuel.
  Crew:  
  4 (2 gunners, electronics, MFD)
  Sensors: 
  80,000km Ladar
  Fire Control: 
  300,000km Beam MFD (-4Diff Mods, Non-Msl, 0 hexes)
  Armament: 
  2 TL 50MJ Laser Barbettes powered to – Diff Mod.
  weaPON sTaTs:
  TL Laser Barbette: 
  Short: 0:/0-3, Medium: 20:/5-7, Long: 40:/3-8,  
  Extreme: 80:-4
  
  - 78 -
  location
  surface
  interior
  
  Qtrs
  2
  Ant
  Elec
  3
  Elec
  4
  Power Plant
  5-2
  Fuel
  3-20
  LB
  sysTeMs
  PP – 2h, AG – 2h, LS – H, ELS – H, MFD – H, LB – H, All Others – h
  ClassiC Traveller:
  WG-0300A-000000-30000-0 30tns 
  TL2
  BB 
   
                  
  Crew = 2
  B 
   
                  
  MCr: 35.45
  No Fuel Scoops, No Fuel Plant, Fuel = 4, EP = 3, Ag = 0 
  EP Spare = 0, 2 Small Craft Staterooms, Bridge, Cargo = 
  RCS RA – AURORA-iii Class CliPPer
  The Ra is a Class III Aurora Class Clipper assigned to support the RCES operations in the Promise Subsector. It is cur-
  rently carrying the following selection of modules:
  q	 400tn Fuel Module (refining)
  q	 200tn Quarters Module (Mk IIa)
  q	 00tn Troop Module
  q	 00tn Drop Troop Module
  q	 00tn Quarters Module (Mk Ib)
  q	 50tn General Cargo Module
  q	 25tn Missile Module
  q	 25tn Missile Module
  This arrangement of modules gives the Ra the following characteristics:
  q	 Mass: 
   
  24,55.3956tns
  q	 Power Surplus: 
  26.7445MW
  q	 G-Turns: 
   
  29.6
  q	 Crew: 
   
  9 + 9 Lander crew + 75 troops
  The Ra has the following additional systems in addition to the basic clipper equipment.
  q	 2 Missile Barbettes
  q	 2 Missile Capable MFD’s (300,000km range)
  q	 300,000km AEMS x 2
  q	 60,000km PEMS x 2
  q	 3 Fury Assault Landers
  q	 0tn Ambulance Skiff
  q	 5tn Life raft
  q	 Sickbays x 2
  q	 Machine Shop
  q	 Electronics Shop
  
  - 79 -
  q	 Recreation Deck
  q	 Cargo 794.8m3
  Full details of the Aurora Class Clipper and its modules are presented in the Reformation Coalition Equipment Guide.
  ClassiC Traveller:
  LM-B7224F2-000000-30052-3 2080tns TL2
  BB 
   
           8   4 
  Crew = 52
  B 
   
           8   4 
  MCr: 495.459
  No Fuel Scoops, No Fuel Plant, Fuel = 742 (J3), EP = 86.2, Ag = 0 
  Emergency Agility = 2, Troops = 84, Cargo = 29.7, 94 Small Staterooms, 84  Bunks, 6 Crew Couches, 48 Drop Capsule 
  Launchers, Drop Capsule Storage = 6dtns, Sickbay x 2, Electronic Shop, Machine Shop, Recreation Area = 66dtns, 
  Additional Computers: Model  x 4, Craft: 400dtn Manta Fueller, 50dtn Modular Cutter, 30dtn Ships Boat, 3 Fury Assault 
  Landers
  erNesT - CASTLE-Class heavy sdB
  The Castle Class Heavy Monitor is an old design from the 700’s and was developed in what is now the Solomani Rim. As 
  the Solomani Confederation was still part of the Third Imperium at this time, the design spread through the trailing edge of 
  the Imperium.
  Castle class heavy SDBs are based around the Solomani idea of a big gun and is one of the smallest hulls to carry a spi-
  nal mount. The space and energy requirements of the spinal mount were not achieved without sacrifice, and these vessels 
  lack adequate armor or secondary weapons. Their agility is also slightly less than non-spinal mount armed SDBs of similar 
  size.
  The design is commercially available and such vessels are often the flagship of modest planetary defense forces. Imperial 
  forces use such vessels as part of a balanced system defense taskforce to counteract the Castle’s shortcoming.
  GeNeral daTa
  Displacement: 5000 tons 
   
  Hull Armor: 
  252
  Length:  
  02m 
   
   
  Volume: 
  70,000 m3
  Price:  
  3,522.799MCr  
  Target Size: 
  Medium
  Configuration: Streamlined Cylinder 
  Tech Level: 
  3
  Mass (Loaded 
  / Unloaded):  
  68,908.2 / 67,078.2
  eNGiNeeriNG daTa
  Power Plant: 
  3800MW Fusion,  year duration (425m3)
  Jump 
  Performance: 
  None
  G Rating: 
  5G HePlaR – 50,000tn Thrust (2,500MW), Contra-Gravity (500MW)
  G-Turns: 
  80 for HePlaR (32.5m3 each), 
  Maint: 
  633
  
  - 80 -
  eleCTrONiCs
  Computer:   
  3 x TL3 Fibre-Optic Computers ( operational,  maintenance,  as backup)
  Commo: 
  Maser (000AU) x 3, Laser (000AU) x 3, Radio (000AU) x 3
  Avionics: 
  TL3 Flight Avionics, TL3 Terrain Following Avionics, TL3 Navigation Aids
  Sensors: 
  AEMS (480,000km) x 3, PEMS – Folding Array (210,000km), PEMS – fixed array (180,000km) x 3, Densito-
  meter, Neutrino Sensor
  ECM/ECCM:  EMMR (TL3), EMS Jammer (20,000km), Area Jammer (60,000km), 4 Decoy Dispensers each holding 
  50 decoys
  Controls: 
  Bridge with 29 bridge workstations, 97 normal workstation. (5 additional workstations in laser turrets in the 
  event of MFD failure)
  arMaMeNT
  Offensive: 
  Spinal Meson Gun, 6,000Mj (Loc , Arcs , 2). 5 x 06MJ Laser Turrets (Locs 4, 0, 0, 8, 9, Arcs -3, 
  2-4, 2-4, 3-5, 3-5)
  Defensive: 
  5 x Nuclear Damper Barrette (Locs 4, 0, 0, 8, 9, Arcs -3, 2-4, 2-4, 3-5, 3-5)
   
  Meson screen (PV 232)
  Master Fire 
  Directors: 
   x TL3 Spinal Beam MFD, 20,000km range, with 20,000km AEMS, (-4Diff Mods, 4 hex,), 5 x TL3 
  Beam MFD (lasers), 300,000km range, with 300,000km AEMS. (-4 Diff Mods, 0 hex)
  weaPON sTaTs:
  TL3 06MJ Laser Turret (2.9MW): Eff. 0:/8-26; Medium. 20:/6-20; Long. 40:/3-0,  
  Extreme. 80:/2-5.
  TL3 Spinal meson Gun (02 meters, 444.444MW, 6000Mj): 
  Eff. 3:632; Medium. 7:36: Long. 4:58: Extreme. 27:79.
  aCCOMMOdaTiONs
  Life Support:  Extended, 5G gravitic compensators, artificial gravity
  Crew: 
  44 (43 engineering, 60 gunnery, 20 command,  maneuver, 2 electronic,  
  2 maintenance,  medic, 3 steward,).
  Crew Accommodations: 
  5 single occupancy LSR for department heads, 39 single occupancy SSR for all crew 
  Cargo: 
  00M3, Large Cargo Hatch x 4.
  Small Craft: 
  50tn Modular Cutter in Spacious Hanger
  Other: 
  Sickbay, Electronic Shop, Machine Shop.
  Airlocks: 
  50
  Notes:
  Fuel = 425m3 Hydrogen for power plant, 25000m3 Hydrogen for HePlaR drive. Fuel scoops 10% fills ships tanks in 1.82 
  hours. Fuel Processor refines fuel tankage in 6 hours.
  POwer usaGe: 
  The Solace has a power surplus of 2.567MW. 
  MOve:
  Combat Move: High=53, NOE=24, Travel Move: Cruise=3,300km, NOE=,020km.
  
  - 8 -
  daMaGe TaBles
  location
  surface
  interior
  
  -7 Spinal, 8- Sensor Antenna
  -3 Spinal, 4-20 Elec
  2
  Sensor Antenna
  -0 Spinal -5 Hold, 6-20 Qtrs
  3
  Sensor Antenna
  -0 Spinal -5 Hold, 6-20 Qtrs
  4
  -9 Comms Antenna
   LT/ND, 2-0 Hold, -20 Qtrs
  5
  -9 Comms Antenna
   Elec, 2-0 Hold, -20 Qtrs
  6
  -0 Spinal, -20 Qtrs
  7
  -2 AL (2 AL + Cargo Hatch)
  -0 Spinal, -20 Qtrs
  8
  -2 AL
  Hold
  9
  -6 Launch Port + 2 AL
  Hold
  0
  -4 Meson Screen
   LTx2, 2 NDx2, 3-6 Elec, 7 Qtrs, 
  8-20 Hold
  
  C.Grav
  Eng
  2
  -2 AL
  -0 Spinal, -20 Hold
  3
  -2 AL
  -0 Spinal, -20 Hold
  4
  -0 C.Grav
  -0 Eng, -20 Hold
  5
  -0 C.Grav
  -0 Eng, -20 Hold
  6
  -6 EMMR
  -0 Spinal, -20 Hold
  7
  -6 EMMR
  -0 Spinal, -20 Hold
  8
  Fuel Scoops
   LT/ND, 2-0 Hold, -20 Eng
  9
  Fuel Scoops
   LT/ND, 2-0 Hold, -20 Eng
  20
  - HePlaR, 2-20 Comms Antenna
  -0 Spinal,  Elec, 2-20 Eng
  5 x Laser MFD 4h each, Spinal MFD 3h, 3 x PEMS Fixed 4h, PEMS Folding 7H, 3 x AEMS 4h,  
  Neutrino Sensor 2h, densitometer h, 3 x Radio Com h, 3 x Laser Com h, 3 x Maser Com h,  
  EMMR 70h, 4 x Decoy Launchers h each, EMS Jammer h, Area jammer 2h.
  PP 43H, MD 3H, Contra Grav 0H, FPP 27H.
  SSR 2h each, LSR H each, LS 96H, ELS 99H, Anti Grav 7H, Cargo H, Shops H each, Sickbay H, Hanger 28H.
  Laser Turret H each, Nuclear Damper H, Meson Screen 5H, Spinal Mount 23H.
  ClassiC Traveller:
  NG-E305JF2-00200-400E0-0 5000tns TL3
  BB 
   
            5    
  Crew = 8
  B 
   
            5    
  MCr: 7322.6
  Fuel Scoops, Fuel Plant, Fuel = 900, EP = 900, Ag = 3 
  Emergency Agility = 5, EP Spare = 0, Troops = 0, Cargo = 4 
  Craft:  50tn Modular Cutter
  
  - 82 -
  SOLACE-Class lONG duraTiON sysTeM deFeNse BOaT
  The Solace SDB is an Imperial design dating from 940 and originally produced by Diversified Dynamics Design & Ship-
  yards. It was designed to provide protection and picket duties at remote Imperial facilities especially those in the outer 
  reaches of systems that are far from regular bases. To reduce time spent in transit between a base and a patrol station, 
  the Solace is designed to linger on station for a considerable period of time. It was utilized by the Imperium to guard the 
  outer reaches of Depots, naval bases, Imperial prisons, reservation worlds, and interdicted worlds where a manned pres-
  ence was deemed necessary.
  The ship has an extensive and long ranged electronics suite allowing it to operate as a picket vessel. The vessel also 
  operates a missile turret primarily used to deploy sensor drones, to further enhance the ships sensor coverage.
  The Solace SDB includes a number of facilities to minimize the effects of the long cruises, including: small staterooms 
  for all crew and the marine contingent; a common room; a sickbay (with 2 low berths for serious injuries); electronic and 
  machine shops for self maintenance; as well as a small cargo area / missile magazine for supplies, missiles and drones.
  The Solace is equipped with a 48m, 4500Mj spinal particle accelerator under MFD control, designed to give a killing 
  punch out to a significant distance (and the spinal mount is limited in effectiveness by the range of the beam pointer). Two 
  laser turrets (usually operating in an anti-missile role under MFD control) round out the offensive armament. A missile tur-
  ret completes the offensive punch. For boarding actions an eight man marine squad is carried.
  It is a hard target to hit, with its small size, jammers, decoys, stealth design, a nuclear damper barbette, and 2 TL4 laser 
  turrets usually slaved to an MFD for anti-missile defense.
  GeNeral daTa
  Displacement: 400 tons 
   
  Hull Armor: 
  96
  Length:  
  60m 
   
  Volume: 
  5,600 m3
  Price:  
  409.5599MCr 
   
  Target Size: 
  Small
  Configuration: Streamlined Needle 
  Tech Level: 
  4
  Mass (Loaded 
  / Unloaded):  
  5,650.406 / 5,56.406
  eNGiNeeriNG daTa
  Power Plant: 
  20MW Fusion,  year duration (2m3)
  Jump 
  Performance: 
  None
  G Rating: 
  5G HePlaR – 20,000tn Thrust (,000MW), Contra-Gravity (40MW)
  G-Turns: 
  60 for HePlaR (50m3 each), 
  Maint: 
  50
  eleCTrONiCs
  Computer:   
  3 x TL4 Fibre-Optic Computers ( operational,  maintenance,  as backup)
  Commo: 
  Maser (000AU), Laser (000AU), Radio (000AU)
  Avionics: 
  TL4 Flight Avionics, TL4 Terrain Following Avionics, TL4 Navigation Aids
  Sensors: 
  AEMS (480,000km), PEMS – Folding Array (210,000km), PEMS – fixed array (120,000km), Densitometer, 
  Neutrino Sensor
  ECM/ECCM:  EMMR (TL4), EMS Jammer (20,000km), Area Jammer (60,000km), 4 Decoy Dispensers each holding 
  50 decoys
  Controls: 
  Bridge with 9 bridge workstations,  normal workstation. (3 additional workstations in turrets in the event of 
  MFD failure)
  
  - 83 -
  arMaMeNT
  Offensive: 
  Spinal Particle Accelerator, 4500Mj (Loc , Arcs , 2, 3). Missile Turret (2 ready missiles, Loc 0, All Arcs), 2 
  x 50MJ Laser Turrets (Locs 4, 5, Arcs All))
  Defensive: 
  Nuclear Damper Barrette (Loc. 0, Arcs All).
  Master Fire 
  Directors: 
   x TL4 Missile/Beam MFD, 300,000km range, with 300,000km AEMS, and 300,000km laser com.(-5 Diff 
  Mods, 0 hex, Msl 0 hex, 5 missiles),  x TL4 Beam MFD, 300,000km range, with 300,000km AEMS. (-5 
  Diff Mods, 0 hex)
  weaPON sTaTs:
  TL4 Missile: Semi-Ind, Yield 500ktns, 8/8 G-Turns, Hits D6, Damage /25-79, Range 0, Sensors 3P, Commo 0L, Sig-
  nature Radar+4/ AEMS+3/ HRT+4/ PEMS+3/ Fire+
  TL4 50MJ Laser Turret (4.2MW): Eff. 2:/0-3; Medium. 4:/0-3; Long. 8:/0-3, Extreme. 6:/0-3.
  TL4 Spinal Particle Accelerator (48 meters, 25MW, 4500Mj): 
  Eff. 0:50; Medium. 20:50: Long. 40:50: Extreme. 80:75.
  aCCOMMOdaTiONs
  Life Support:  Extended, 5G gravitic compensators, artificial gravity
  Crew: 
  33 (0 engineering, 5 gunnery (MFD), 4 command,  maneuver, 2 electronic,  maintenance,  medic,  
  steward, 8 Marines).
  Crew Accommodations: 
  33 single occupancy SSR for all crew / Marines, Common Room (LSR)
  Cargo: 
  50M3, Small Cargo Hatch, Magazine for 6 missiles / drones.
  Small Craft: 
  None
  Other: 
  Sickbay, 2 Low Berths, Electronic Shop, Machine Shop.
  Airlocks: 
  4
  NOTes:
  Fuel = 121m3 Hydrogen for power plant, 1500m3 Hydrogen for HePlaR drive. Fuel scoops 10% fills ships tanks in 0.72 
  hours. Fuel Processor refines fuel tankage in 24 hours.
  POwer usaGe: 
  The Solace has a power deficit of –1.99975MW. This is normally compensated for by powering down either the Contra-
  Grav (40MW) or the Fuel Processor (2.026MW).
  MOve:
  Combat Move: High=53, NOE=25, Travel Move: Cruise=3,300km, NOE=,080km.
  daMaGe TaBles
  location
  surface
  interior
  
  -3 Spinal, 4-20 Sensor Antenna
  Spinal
  2
  Spinal
  3
  Spinal
  4
  Radio Ant
  -0 Elec -20 Quarters
  5
  Radio Ant
  -0 Elec -20 Quarters
  6
  Quarters
  7
  Quarters
  
  - 84 -
  location
  surface
  interior
  8
  -3 Lifters
  Hold
  9
  -3 Lifters
  Hold
  0
  -0 EMMR, :AL
  -2 MT, 3-5 ND, 6-20 Quarters
  
  -20 Lifters
  Eng
  2
  Hold
  3
  Hold
  4
  :AL, 2-4 Lifters
  -2 LT, 3-20 Quarters
  5
  :AL, 2-4 Lifters
  -2 LT, 3-20 Quarters
  6
  Hold
  7
  Hold
  8
  -3 Lifters
  -0 Eng, -20 Hold
  9
  -3 Lifters
  -0 Eng, -20 Hold
  20
  :AL, 2-20 HePlaR
  Eng.
  MFD 3h each, PEMS Fixed h, PEMS Folding H, AEMS 2h, Neutrino Sensor h, densitometer h, Radio Com h, Laser 
  Com h, Maser Com h, EMMR 5h, Decoy Launchers h each, EMS Jammer h, Area jammer H.
  PP 2H, MD H, Contra Grav H, FPP 2H.
  SSR 2h each, Low h each, LS 4H, ELS 7H, Anti Grav H, Cargo H, Shops H each, Sickbay H.
  Laser Turret H each, Missile Turret H, Nuclear Damper H, Spinal Mount 8H.
  ClassiC Traveller:
  SDB-405BH2-800000-40203-0 400tns TL4
  BB 
   
                   
   
  Crew = 2
  B 
   
                   
   
  MCr: 547.978
  Fuel Scoops & Plant, Fuel = 88 (8 weeks), EP = 44, Ag = 5
  Marines = 6, Magazine, Cargo = 8, Sickbay, Low = 2, Workshops = 2 
  Common Room (4 dtn), Crew Accommodation = 20 SSR
  erNesT’s PaTrOl Cruiser – FOrMally ISS AGAEMEMNON
  Ernest’s patrol cruiser is a standard Imperial era TL5 Type T patrol cruiser as detailed in the TNE Rulebook on Page 372. 
  It still retains its ships boat.
  ClassiC Traveller:
  CP-4348G2-000000-40003-0 400tns TL5
  BB 
   
           2      2 
   
  Crew = 3
  B 
   
           2      2 
   
  MCr: 352.74
  Fuel Scoops, Fuel Plant, Fuel = 52, EP = 32, Ag = 4 
  EP Spare = 3, Cargo = 3, Troops = 2, Low = 0, Pass = 0, 
  Craft: 30dtn Ships Boat.
  erNesT’s arMed shuTTle
  This is a standard TL2 95tn shuttle as detailed in the TNE Rulebook, page 379. It is armed with a single TL2 20MJ 
  Laser Turret.
  
  - 85 -
  ClassiC Traveller:
  MY-020332-000000-20000-0 
  95tns 
  TL2
  BB 
   
                 
   
  Crew = 2
  B 
   
                 
   
  MCr: 50.95
  Fuel Scoops, No Fuel Plant, Fuel = 2.85, EP = 2.85, Ag = 0 
  Emergency Agility = 3, Cargo = 72, No bridge, 2 Crew Couches
  erNesT’s Guilded lilly Far Trader
  This is a standard TL2 200tn Jayhawk class Far Trader as detailed in the TNE Rulebook, page 367. It is armed with two 
  standard TL2 20MJ Laser Turrets.
  ClassiC Traveller:
  A2-2222R-000000-20000-0 
  200tns TL2
  BB 
   
           2      
   
  Crew = 6
  B 
   
           2      
   
  MCr: 02.732
  Fuel Scoops, Fuel Plant, Fuel = 44, EP = 44, Ag = 0 
  Emergency Agility = 2, Low = 0, Pass = 4 High, Cargo = 56, 
  Craft: Air/ Raft
  
  - 86 -
  MisCellaNeOus BysTaNders
  AVIAN Class iMPerial heavy FiGhTer – aTMOsPheriC 
  The Avian heavy fighter was developed by the Imperium after the Solomani Rim War. The battle for Terra had demon-
  strated that current classes of streamlined heavy fighter were insufficiently maneuverable when compare to dedicated 
  atmospheric interceptors. The Avian was the Imperium’s first TL15 atmospheric heavy fighter. It was designed to operate 
  from standard Imperial 50tn launch tubes and as a result has a number of retractable flight surfaces.
  The Avian carried three missile tubes and a laser lance to engage conventional space based targets. It also carried a 
  rapid fire shorter range laser designed to engage aircraft. The Avian was designed purely as an air-superiority space 
  fighter rather than a ground attack fighter, although a paltry 2.5m3 weapons area was left for marine use. 
  The rapid fire laser was chosen to minimize logistical requirements. Later classes of fighters were equipped with shorter 
  range but more deadly rapid fire fusion guns. The Avian was also equipped with sufficient fuel for 10 full hours of 6G 
  combat maneuvers. The airframe configuration and other atmospheric modifications did have other effects, particularly the 
  reduced level of armor protection available (5cm BSD).
  GeNeral daTa
  Displacement: 50 tons  
   
  Hull Armor: 
  40
  Length:  
  39.2m  
   
  Volume: 
  700 m3
  Price:  
  69.59373MCr 
   
  Target Size: 
  Very Small
  Configuration: Air-Frame Needle 
  Tech Level: 
  5
  Mass (Loaded 
  / Unloaded):  
  749.6479 / 747.479
  eNGiNeeriNG daTa
  Power Plant: 
  202.3MW Fusion,  year duration (20.23m3)
  Jump 
  Performance: 
  None
  G Rating: 
  6G HePlaR – 3,000tn Thrust (50MW), Contra-Gravity (5MW)
  G-Turns: 
  20 for HePlaR (3.25m3 each), 
  Maint: 
  
  eleCTrONiCs
  Computer:   
  2 x TL5 Fibre-Optic Computers ( operational,  maintenance)
  Commo: 
  2 x Maser (000AU), 2 x Laser (000AU), 2 x Radio (300,000km)
  Avionics: 
  TL4 Flight Avionics, TL5 Terrain Following Avionics, TL5 Navigation Aids
  Sensors: 
  2 x AEMS (120,000km), 2 x PEMS – fixed array (120,000km)
  ECM/ECCM: EMMR (TL5), EMS Jammer (30,000km), Area Jammer (3,000km), 4 Decoy Dispensers each holding 50 
  decoys
  Controls: 
  Cockpit with  bridge workstations,  normal workstation. 
  arMaMeNT
  Offensive: 
  Three fixed missile tubes (Loc. 5, Arcs 1, 2, 3, 4). TL5 Grav Focused Laser Lance 20MJ, 3.33MW (Loc. 
  4, Arcs , 2, 3, 4). Air Combat X-ray, Non Grav Focused Laser Lance 0MJ, 2.35MW (Loc. 4, Arcs , 2, 3, 
  4)
  Defensive: 
  4 Decoy Dispensers each holding 50 decoys.
  
  - 87 -
  Master Fire 
  Directors: 
   x TL5 Missile/Beam MFD, 300,000km range, with 300,000km AEMS, and 300,000km laser com.(-5 Diff 
  Mods, 0 hex, Msl 0 hex, 5 missiles), 
  weaPON sTaTs:
  TL5 Missile: Controlled, Yield 500ktns, 2/2 G-Turns, Hits D6, Damage /25-79, Range 0, Commo 0L, Signature 
  Radar+2/ AEMS+2/ HRT+2/ PEMS+2/ Fire+
  TL5 20MJ Laser Lance (3.33MW): Eff. 0:/9-27; Medium. 20:/9-27; Long. 40:/9-27, Extreme. 80:/9-26.
  TL5 Air Combat 0MJ Laser Lance (ROF, Ground Combat, 2.35MW): Eff. 300km:/3-8; Medium. 600km:/3-8; Long. 
  200km:/3-8, Extreme. 2400km:/3-8.
  aCCOMMOdaTiONs
  Life Support:  Extended, 6G gravitic compensators, artificial gravity
  Crew: 
  4 ( engineering,  gunnery (MFD),  maneuver,  electronic).
  Crew Accommodations: 
  None
  Cargo: 
  2.5M3 (weapons pod), 
  Small Craft: 
  None
  Other: 
  None
  Airlocks: 
  
  NOTes:
  Fuel = 20.23m3 Hydrogen for power plant, 375m3 Hydrogen for HePlaR drive. Fuel scoops 10% fills ships tanks in 0.72 
  hours. No Fuel Processor.
  POwer usaGe: 
  The Avian has a power surplus of 0.096MW for use by the configurable weapons pod.
  MOve:
  Combat Move: High=820, NOE=26, Travel Move: Cruise=7,700km, NOE=,40km.
  daMaGe TaBles
  location
  surface
  interior
  
  -7 Antenna
  Elec
  2
  Radio Antenna
  Elec
  3
  Radio Antenna
  Elec
  4
   Decoy
  -4 Laser Lance, 5 Light Laser, 
  6-7 Missile Tube, 8-20 Elec
  5
   Decoy
  Missile Tubes
  6
  Radio Antenna
  -4 Qtrs, 5-20 Hold
  7
  Radio Antenna
  -4 Qtrs, 5-20 Hold
  8
  Hold
  9
  Hold
  0
  -2 Radio Antenna
  Qtrs
  
  Contra-Grav
  -6 Eng, 7-20 Hold
  2
  Hold
  
  - 88 -
  location
  surface
  interior
  3
  Hold
  4
  -0 Contra-Grav
  Hold
  5
  -0 Contra-Grav, -2 AL
  Hold
  6
  Fuel Scoops
  Hold
  7
  Fuel Scoops
  Hold
  8
  -3 EMMR, 4 Decoy
  Hold
  9
  -3 EMMR, 4 Decoy
  Hold
  20
  -2 HePlaR
  Eng
  MFD 3h , PEMS Fixed h each, AEMS h each, Radio Com h each, Laser Com h each, Maser Com h each, EMMR 
  h, Decoy Launchers h each, EMS Jammer h, Area jammer h.
  PP H, MD 3h, Contra Grav 2h, AG 3h, LS 4H, ELS 2H, cargo h,
  Missile Tubes H, Laser Lance H, Light Laser h 
  ClassiC Traveller:
  FF-006P7-D00000-20002-0 50tns 
  TL5
  BB 
   
                 2 
   
  Crew = 2
  B 
   
                 2 
   
  MCr: 38.7
  Fuel Scoops, No Fuel Plant, Fuel = .5, EP = .5, Ag = 6 
  EP Spare = 0.3. No Bridge, Cargo = 0.3 P = 23, 
  Tactical Laser, Tactical Decoy Dispensers x 4
  eBehkariaN MASTIFF-Class sysTeM deFeNCe BOaT
  The Mastiff SDB is a Solomani design dating from the time of the Terran Mercantile Community, when the Solomani were 
  trying to defend their systems with locally built hulls against the threat of the Long Night. The design is still popular and 
  was still being produced during the final days of the Third Imperium. 
  The ship has an extensive and long ranged electronics suite allowing it to operate as a picket vessel, and it is a hard 
  target to hit, with its small size, jammers, stealth design, and 2 TL9 rapid fire laser turrets usually slaved to an MFD for 
  anti-missile defense.
  The ship is streamlined and its EAPlaC solid rockets allow it to launch and land on up to size A worlds. It carries fuel suf-
  ficient for one take off and landing. This system allows the Mastiff to adopt planetary hiding places unlike other TL9 space 
  only SDB designs. It utilizes a fusion rocket for in-system maneuvering.
  The MFD’s allow two missiles to be controlled out to 0 hexes at –2 Diff Mods, and the lasers to act as point defense at 
  –4 Diff Mods (-2 Diff Mods MFD, -2 Diff Mods ROF).
  Two additional workstations are provided for the customs inspector and senior marine to evaluate sensor information with 
  regard to possible customs inspections and boarding actions.
  GeNeral daTa
  Displacement: 50 tons 
   
  Hull Armor: 
  36
  Length:  
  38.75m  
   
  Volume: 
  2,00 m3
  Price:  
  220.4755MCr 
   
  Target Size: 
  Small
  Configuration: Streamlined Wedge 
  
  - 89 -
  Tech Level: 
  9
  Mass (Loaded 
  / Unloaded):  
  2,24.672 / ,447.052
  eNGiNeeriNG daTa
  Power Plant: 
  33MW Fission,  year duration (3.3m3 Radioactives)
  Jump 
  Performance: 
  None
  G Rating: 
  G Fusion Rocket – 530tn Thrust (Generating 30.6MW), G EAPlaC, 500tn Thrust (Generates 30MW), 
  Contra-Gravity (45MW)
  G-Turns: 
  40 for Fusion Rocket (7.65m3 each), .4 for EAPlaC
  Maint:  
  06
  eleCTrONiCs
  Computer:  
  3 x TL9 Fibre-Optic Computers ( operational,  maintenance,  as backup)
  Commo: 
  Maser (000AU), Laser (000AU), Radio (000AU)
  Avionics: 
  TL9 Flight Avionics, TL9 Navigation Aids
  Sensors: 
  Radar (60,000km), Ladar (60,000km)
  ECM/ECCM: 
  Stealth (TL9), Radar Direction Finder (30,000km), Radar Jammer (60,000km), Radio Jammer (30,000km)
  Controls: 
  Flight Deck with 9 normal workstations,  normal workstation. (3 workstations in turrets in the event of 
  MFD failure)
  arMaMeNT
  Offensive: 
  Missile Turret (2 ready missiles, Loc 0, All Arcs), 2 x 30MJ ROF 00, Laser Turrets with 30,000km beam 
  pointers (Locs 6, , Arcs All, / All, -2 Diff Mods))
  Defensive: 
  None
  Master 
  Fire Directors:  x TL9 Missile/Beam MFD, 60,000km range, with 60,000km Radar, and 300,000km laser com.(2 Diff  
   
   
  Mods, 2 hex, Msl 0 hex, 2 missiles)
   x TL9 Beam MFD, 30,000km range, with 30,000km Radar. (2 Diff Mods,  hex)
  weaPON sTaTs:
  TL9 Missile: Controlled, Yield 50ktns, 2/2 G-Turns, Hits D6, Damage /4-43, Range 0, Sensors None, Signature 
  Radar+2/ AEMS+2/ HRT+2/ PEMS+2/ Fire+
  TL9 30MJ Laser Turret: Eff. 0.4:/4-4; Medium. 0.28:/4-4; Long. 0.56:/4-4, Extreme. .2:/4-2.  37.55tn, 
  4.35m3, MCR 6.5.
  ROF 0, MW 0.833; ROF 50, MW 4.67, - Diff Mods; ROF 00, MW 8.333, -2 Diff Mods.
  aCCOMMOdaTiONs
  Life Support:  
  Extended, No gravitic compensators
  Crew: 
   ( engineering, 2 gunnery (MFD),  command, 2 maneuver, 2 electronic,  customs inspector, 2 Ma-
  rines).
  Crew Accommodations:  single occupancy SSR for captain, 5 dual occupancy SSR for remaining crew
  Cargo:  
  68M3, Large Cargo Hatch, Magazine for 0 missiles, with autoloader.
  Small Craft: 
  None
  Airlocks: 
  2
  NOTes:
  Waste space = 53.498m3, Fuel = 3.3m3 Radioactives, 472.5m3 Solid Rocket Fuel, 306m3 Hydrogen. Fuel scoops 0% 
  fills ships tanks in 0.36 hours. Fuel Processor refines 306M3 of fuel in 24 hours.
  
  - 90 -
  POwer usaGe
  Take-Off
  Power Generation is 33MW from power plant and 30 MW from the EAPlaC. In order to reduce the power shortfall when 
  the contra-grav system is operating, the following systems are powered down: Radio, Radar Jammer, In addition the 2 
  laser turrets are reduced to ROF0.
  In this condition, the Mastiff has a power surplus of 2.455MW
  Orbital
  Power Generation is 33MW. In order to reduce the power shortfall, the following systems are powered down: contra-grav 
  lifters, Ladar, Radar Jammer, Radio Jammer, Beam MFD, Laser Turrets. In this condition the Mastiff has a power surplus 
  of 2.245MW.
  Combat
  Power Generation is 33MW from power plant and 30.6MW from the fusion rocket. In order to reduce the power shortfall, 
  the following systems are not powered: Contra-grav lifters. In this condition, the Mastiff has a power surplus of 0.7455MW.
  daMaGe TaBles
  location
  surface
  interior
  
   MFD Ant, 2-6 Sensor & Comms 
  Antenna
  Elec
  2
  -0 Radio Antenna
  -3 Quarters, 4-20 Elec
  3
  -0 Radio Antenna
  -3 Quarters, 4-20 Elec
  4
  Radio Antenna
  -9 Hold, 20 Elec
  5
  Radio Antenna
  -9 Hold, 20 Elec
  6
  Quarters
  7
  Quarters
  8
  -7 Cargo Hatch
  Hold
  9
  Hold
  0
   AL, 2 MFD Ant,
  -8 MT, 9-6 Elec, 7-20 Hold
  
  G Grav Lifters, 
  Eng
  2
  Fuel Scoops
  Hold
  3
  Fuel Scoops
  Hold
  4
  G Grav Lifters, 
  Eng
  5
  G Grav Lifters, 
  Eng
  6
  Fuel Scoops
  -8LT, 9-20 Eng
  7
  Fuel Scoops
  -8LT, 9-20 Eng
  8
  -0 G Grav Lifters, 
  Eng
  9
  -0 G Grav Lifters, 
  Eng
  20
  -5 Mdrive Exhausts
  Eng
  sysTeMs
  MFD H each, Ladar h, Radar H, Radio Com h, Laser Com h, Maser Com h, Radio Jammer h, Radar jammer H, 
  Radar Direction Finder h.  
  
  - 9 -
  PP 2H, FR 2H, EAPLAC 5H, Contra Grav H, FPP H.
  SSR 2h each, LS 4H, ELS 2H, Cargo 2H, Laser Turret H each, Missile Turret H, 
  ClassiC Traveller:
  SDB-203C-00000-000-0 50tns TL9
  BB 
   
              2      
   
  Crew = 3
  B 
   
              2      
   
  MCr: 88.575
  Fuel Scoops, No Fuel Plant, Fuel = 4.5, EP = 4.5, Ag = 
  Marines = 3, Magazine, Cargo = 4, G Rocket Engine for  
  Atmospheric Use. Rocket Fuel = 66tns (enough for  ascent to 
  orbit and  descent). Pulse Lasers
  eBehkariaN WOLVERINE Class sysTeM deFeNse BOaT
  The Wolverine SDB is an adaptation of the Mastiff class SDB, which addresses some of the potential shortfalls in the 
  original Mastiff design. It exchanges the majority of the cargo hold of the Mastiff Class to include another cm of composite 
  laminate armor (up to 7 cm), a 90,000km fixed HRT array, a 2 decoy dispensers carrying a total of 200 decoys, and a 5 
  man marine combat team. This has required some compromises, the fuel scoops have been reduced in area, the cargo 
  hold is reduced, additional SSRs are been added, and the flight deck has been updated to a full bridge.
  The design is still popular and was still being produced during the final days of the Third Imperium. 
  The ship has an extensive and long ranged electronics suite allowing it to operate as a picket vessel, and it is a hard tar-
  get to hit, with its small size, jammers, decoys, stealth design, and 2 TL9 rapid fire laser turrets usually slaved to an MFD 
  for anti-missile defense.
  The ship is streamlined and its EAPlaC solid rockets allow it to launch and land on up to size A worlds. It carries fuel suf-
  ficient for one take off and landing. This system allows the Wolverine to adopt planetary hiding places unlike other TL9 
  space only SDB designs. It utilizes a fusion rocket for in-system maneuvering.
  The MFD’s allow two missiles to be controlled out to 0 hexes at –2 Diff Mods, and the lasers to act as point defense at –4 
  Diff Mods (-2 Diff Mods MFD, -2 Diff Mods ROF).
  GeNeral daTa
  Displacement: 50 tons 
   
  Hull Armor: 
  42
  Length:  
  38.75m  
   
  Volume: 
  2,00 m3
  Price:  
  235.665MCr 
   
  Target Size: 
  Small
  Configuration: Streamlined Wedge 
  Tech Level: 
  9
  Mass (Loaded 
  / Unloaded):  
  2,22.872 / ,627.752
  eNGiNeeriNG daTa
  Power Plant: 
  33MW Fission,  year duration (3.3m3 Radioactives)
  Jump 
  Performance: 
  None
  G Rating: 
  G Fusion Rocket – 530tn Thrust (Generating 30.6MW), G EAPlaC, 500tn Thrust (Generates 30MW), 
  Contra-Gravity (45MW)
  G-Turns: 
  40 for Fusion Rocket (7.65m3 each), .4 for EAPlaC
  Maint:  
  06
  
  - 92 -
  eleCTrONiCs
  Computer:  
  3 x TL9 Fibre-Optic Computers ( operational,  maintenance,  as backup)
  Commo: 
  Maser (000AU), Laser (000AU), Radio (000AU)
  Avionics: 
  TL9 Flight Avionics, TL9 Navigation Aids
  Sensors: 
  Radar (60,000km), Ladar (60,000km), HRT – fixed array (90,000km)
  ECM/ECCM: 
  Stealth (TL9), Radar Direction Finder (30,000km), Radar Jammer (60,000km), Radio Jammer 
  (30,000km), 2 Decoy Dispensers each holding 00 decoys
  Controls: 
  Bridge with 0 bridge workstations,  normal workstation. (3 workstations in turrets in the event of MFD 
  failure)
  arMaMeNT
  Offensive: 
  Missile Turret (2 ready missiles, Loc 0, All Arcs), 2 x 30MJ ROF 00, Laser Turrets with 30,000km beam 
  pointers (Locs 6, 7, Arcs All, / All, -2 Diff Mods))
  Defensive: 
  None
  Master Fire 
  Directors: 
   x TL9 Missile/Beam MFD, 60,000km range, with 60,000km Radar, and 300,000km laser com.(2 Diff  
   
   
   
  Mods, 2 hex, Msl 0 hex, 2 missiles)
   x TL9 Beam MFD, 30,000km range, with 30,000km Radar. (2 Diff Mods,  hex)
  weaPON sTaTs:
  TL9 Missile: Controlled, Yield 50ktns, 2/2 G-Turns, Hits D6, Damage /4-43, Range 0, Sensors None, Signature 
  Radar+2/ AEMS+2/ HRT+2/ PEMS+2/ Fire+
  TL9 30MJ Laser Turret: Eff. 0.4:/4-4; Medium. 0.28:/4-4; Long. 0.56:/4-4, Extreme. .2:/4-2.  37.55tn, 
  4.35m3, MCR 6.5.
  ROF 0, MW 0.833; ROF 50, MW 4.67, - Diff Mods; ROF 00, MW 8.333, -2 Diff Mods.
  aCCOMMOdaTiONs
  Life Support:  
  Extended, No gravitic compensators
  Crew: 
  17 (1 engineering, 2 gunnery (MFD), 2 command, 2 maneuver, 3 electronic, 1 EW officer, 1 customs 
  inspector, 5 Marines).
  Crew Accommodations:  single occupancy SSR for captain, 8 dual occupancy SSR for remaining crew
  Cargo:  
  37M3, Large Cargo Hatch, Magazine for 0 missiles, with autoloader.
  Small Craft: 
  None
  Airlocks: 
  2
  NOTes:
  Fuel = 3.3m3 Radioactives, 472.5m3 Solid Rocket Fuel, 306m3 Hydrogen. Fuel scoops 5% fills ships tanks in 0.72 hours. 
  Fuel Processor refines 306M3 of fuel in 24 hours.
  POwer usaGe
  Take-Off
  Power Generation is 33MW from power plant and 30 MW from the EAPlaC. In order to reduce the power shortfall when 
  the contra-grav system is operating, the following systems are powered down: Radio, Radar Jammer, In addition the 2 
  laser turrets are reduced to ROF0.
  In this condition, the Wolverine has a power surplus of .894MW
  Orbital
  Power Generation is 33MW. In order to reduce the power shortfall, the following systems are powered down: contra-grav 
  lifters, Ladar, Radar Jammer, Radio Jammer, Beam MFD, Laser Turrets. In this condition the Wolverine has a power sur-
  plus of .99MW.
  
  - 93 -
  COMBaT
  Power Generation is 33MW from power plant and 30.6MW from the fusion rocket. In order to reduce the power short-
  fall, the following systems are not powered: Contra-grav lifters. In this condition, the Wolverine has a power surplus of 
  0.494MW.
  daMaGe TaBles
  location
  surface
  interior
  
   MFD Ant, 2-6 Sensor & Comms 
  Antenna
  Elec
  2
  -0 Radio Antenna, -20 HRT 
  Antenna
  -3 Quarters, 4-20 Elec
  3
  -0 Radio Antenna, -20 HRT 
  Antenna
  -3 Quarters, 4-20 Elec
  4
  Radio Antenna
  -5 Quarters, 6-20 Elec
  5
  Radio Antenna
  -5 Quarters, 6-20 Elec
  6
  HRT Antenna
  Quarters
  7
  HRT Antenna
  Quarters
  8
  -7 Cargo Hatch
  Hold
  9
  Hold
  0
   AL, 2 MFD Ant,
  -8 MT, 9-6 Elec, 7-20 Hold
  
  G Grav Lifters, 
  -5 Eng, 6-20 Hold
  2
  Hold
  3
  Hold
  4
  G Grav Lifters, 
  Eng
  5
  G Grav Lifters, 
  Eng
  6
  Fuel Scoops
  -8LT, 9-20 Eng
  7
  Fuel Scoops
  -8LT, 9-20 Eng
  8
  -0 G Grav Lifters, 
  Eng
  9
  -0 G Grav Lifters, 
  Eng
  20
  -5 Mdrive Exhausts
  Eng
  sysTeMs
  MFD H each, Ladar h, Radar H, Radio Com h, Laser Com h, Maser Com h, Radio Jammer h, Radar jammer H, 
  Radar Direction Finder h, HRT 2h, Decoy h 
  PP 2H, FR 2H, EAPLAC 5H, Contra Grav H, FPP H.
  SSR 2h each, LS 5H, ELS 2H, Cargo H, Laser Turret H each, Missile Turret H.
  ClassiC Traveller:
  SDB-203C-00000-000-0 50tns TL9
  BB 
   
              2      
   
  Crew = 3
  B 
   
              2      
   
  MCr: 88.59
  Fuel Scoops, No Fuel Plant, Fuel = 4.5, EP = 4.5, Ag = 
  Marines = 6, Magazine, Cargo = , G Rocket Engine for  
  Atmospheric Use. Rocket Fuel = 66tns (enough for  ascent to 
  orbit and  descent). Pulse Laser
  
  - 94 -
  Guild raider “PERISHER”
  Perisher is a standard Bastien Class Liner that has been modified to act as a raider. Its sensor array and bridge have 
  been upgraded, and a master fire director added. Its weaponry has been enhanced with two additional missile turrets. The 
  passenger accommodation is now used as dual occupancy quarters for the additional crew and a dozen troops.
  (This up-gunned version of the Bastien Liner was originally presented in “Personalities of the Reformation Coalition)
  Displacement: 600 tons 
   
  Hull Armor: 
  0
  Length:  
  69m 
   
   
  Volume: 
  8,400 m3
  Price:  
  202.24MCr 
   
  Target Size: 
  Small
  Configuration: Slab SL  
   
  Tech Level: 
  2
  Mass (Loaded 
  / Unloaded):  
  5096.08 / 444.79
  eNGiNeeriNG daTa
  Power Plant: 
  426MW TL2 Fusion (47MW/hit),  year duration (30.0425 MW power shortfall)
  Jump 
  Performance: 
  3 (680m3 fuel) 
  G Rating: 
  G (300MW/G), contra-grav lifters (60MW)
  G-Turns: 
  76 with J fuel reserve (20.8 using jump fuel), 37.5m3 each.
  Fuel Tankage:  4530m3 (66 tons), 
  Maint: 
  234
  eleCTrONiCs
  Computer:   
  3 x TL2 Mod St Computers (0.4 MW each)
  Commo: 
  30,000km TL2 Radio ( hex, MW), TL2 000AU Maser (0.6MW)
  Avionics: 
  TL0+ Avionics, 
  Sensors: 
  TL12 PEMS fixed array 30,000km (1 hex, 0.03MW), TL12 AEMS 300,000km (10 hexes, 27.5MW)
  ECM/ECCM: None
  Controls: 
  Bridge with 6 workstations, plus 4 other workstations.
  arMaMeNT
  Offensive: 
  2 x 20MJ Laser Turrets (Locs 2, 3, Arcs 2, 3, 4; 3.3MW each,  crew each)
   
  2 x Missile Turrets (Locs 4, 5, 2 Ready Missiles Each; 0.5MW each,  crew each)
  Defensive: 
   x TL2 sandcaster turret (Loc: , Arcs: All; TL2, D0x5 per hit; 30 cann; MW;  crew)
  Master 
  Fire Directors:  x TL2 Missile/Beam MFD, (4 Diff Mods; Msl 0 hexes; 0 hexes; 3.MW each;  crew each).
  weaPON sTaTs:
  TL2 20MJ Laser Turret Eff. 4:/9-27; Medium. 8:/9-27; Long. 6:/6-9, Extreme. 32:/3-9.
  aCCOMMOdaTiONs
  Life Support:  Extended (.68MW), grav compensators (3G; 42MW).
  Crew: 
  8 (4 engineering, 6 gunnery, 2 command, 2 maneuver,  electronic,  
   maintenance, 2 small craft crew, 2 troops).
  
  - 95 -
  Crew Accommodations: 
   x small stateroom (0.0005MW), single occupancy for captain, 6 x large staterooms 
  (0.00MW each), double occupancy for remainder of crew
  Passenger Accommodations: None
  Cargo: 
  204.2M3, Large Cargo Hatch
  Small Craft: 
  0tn Skiff in Internal Hanger (Minimal), with one launch port
  Airlocks: 
  6
  NOTes:
  Fuel purification plant (10.44MW), 15.62 hours to refine 4530m3. The 30.0425MW power shortfall can be made up by 
  powering down the Contra-Grav lifters.
  daMaGe TaBles
  location
  surface
  interior
  
  -2: Ant
  -6: Elec, 7-20: Qtrs
  2-3
  Qtrs
  4
  -2: AL
  -3: Qtrs, 4-20: Hold
  5, 8-9
  Hold
  6-7
  -3: LP
  Hold
  0
  LP
  Hold
  
  -2: Sand, 3-20: Hold
  2-3
  -2: LT, 3-20: Hold
  4-5
  -2: MT, 3-20: Hold
  6-7
  : CH
  -0: Eng, -20: Hold
  8
  -9: Eng, 0-20: Hold
  9-20
  Eng
  sysTeMs
  PP – 9H, JD – 0H, CG – H, MD – H, AG – 2H, LS – 3H, ELS – 2H, Hanger – 3H, MT – H, LT – H, SC – H, FPP 
  – 4H, LSR – H, SSR – 2h, All Others – h
  ClassiC Traveller:
  MG-6433C2-040000-30002-0 600tns TL2
  BB 
                       2       
   
  Crew = 4
  B 
                       2       
   
  MCr: 360.402
  Fuel Scoops, Fuel Plant, Fuel = 98, EP = 8, Ag =  
  EP Spare = 5, Low = 0, Cargo = 23, Troops = 2, Craft: 0dtn Launch
  
  - 96 -
  aPPeNdix B - rOBOTs
  iCaM TeChNOlOGy aN-427 seCuriTy rOBOT
  The AN-427 was a widely used security robot throughout the Imperium before the Collapse and has survived in consider-
  able numbers due to its rugged reliability. It was programmed to patrol all areas of a sensitive installation and to seek out 
  and kill or incapacitate unauthorized intruders. Although it is not as mobile as grav powered units, it is less expensive to 
  operate, and replacement parts are easier to fabricate. This is a wheeled robot which experiences difficulty in negotiating 
  stairs, ladders and any uneven ground. This robot is powered by internal batteries, which require recharging every four 
  days. It uses the Biped column of the Personal Hit Location Chart.
  ClassiC Traveller:
  725xA-L2-MM224-L683  
  Cr: 422,525,  
  382.552kg, 
  TL2
  40/00 Cloth
  Fuel = 33.6L, 
  Duration = 4 days
  2 Medium Arms
  Visual sensor package with light intensifier and passive IR, Voder, Audio sensor with extra sensitivity, 5km Radio, Laser 
  Rifle, Snub Pistol, Chemical (odor) emitter, Spotlight, Cargo=25kg.
  Laser Rifle 2; Security 3; Snub Pistol 1; Infantry Ground Combat 1.
  TNe:
  Com Move:
  5/20
  Armor Values
  Endurance:
  00 hours
  Head / Arms:
  4
  Initiative:
  5
  Chest / Abdomen
  4
  Intelligence:
  5
  Suspension
  
  Command Function:
  Low Autonomous
  Assets:
  Observation 5
  Slug Weapon 0
  Energy Weapon 4
  Voice Recognition 0
  Armament:
  Chemical Projector
  Paint Pellet Gun
  Tranq Dart Gun
  8cm Laser Rifle
  Electronics:
  Video Eye
  Voice / Pattern recog-
  nition software
  Audio (ultra and sub-
  sonic) detector
  White light / IR spotlight
  Ultrasonic Motion 
  Detector
  3-km Radio
  Mass:
  , 685 kg
  Travel Move:
  85/20
  TL:
  2
  Cargo:
  25 kg
  Price:
  Cr,80,623
  Fuel Type:
  Electricity
  Maintenance:
  
  
  - 97 -
  arM: 
  Left / Right; Lift: 55kg; Hit: 7; UMD: ; Weapon:  - ; AMD: -;
  weaPONs:
  Laser Rifle-9: ROF: SA2; Dam: 7-4-2-1; Pen: Nil; Bulk: 4; Mag: 50; Sht Rng: 160;
  0mm Tranq-8: ROF: SA; Dam: -; Pen: Nil, Bulk: ; Mag: 4; Sht Rng: 4;
  daMaGe reCOrd:
  Sight/Sensors: Video Eye , Audio , Motion Detector , Spotlights .
  Armament: Chemical Projector , Paint Pellet Gun , Tranq Gun , Laser Rifle .
  Communications: Radio , Voder/Speaker 
  Power Plant: 
  Batteries (% Consumed or Destroyed):          .
  Suspension: Minor Damage , Immobilized .
  sTarPOrT MeChaNiC Tukera 232-Bhr-7
  This track-mounted Toolbot was designed for delicate repair work on electronics and control systems. Its arms are ex-
  tremely dexterous, but not very strong, and are intended for easy access to restricted work spaces. It uses the Biped 
  column of the Personal Hit Location Chart.
  ClassiC Traveller:
  726xB-N4-LN4-LF24 Cr: 0,000 
  460Kg  
  TL2
  56/40  
  Mesh
  Fuel = 54.7L 
  Duration = 5.7 days
  2 Light Arms, 2 Light Tentacles (retractable)
  Four visual sensors, Two audio sensors, Voder, Two Spotlights, Program interface, Light laser welder, Mechanical tool 
  package, Electronic tool package.
  Engineering 3; Electronics ; Mechanical ; Gravitics .
  TNe:
  Com Move:
  5/0
  Armor Values
  Endurance:
  00 hours
  Head / Arms:
  
  Initiative:
  5
  Chest / Abdomen
  
  Intelligence:
  5
  Command Function:
  Low Autonomous
  Assets:
  Observation 5
  Mechanic 3
  Electrician 3
  Computer 3
  Voice Recognition 0
  Armament:
  None
  Electronics:
  2 x Video Eye
  2 x Audio Detector ( 
  with ultra and sub-
  sonic)
  2 x White light / IR 
  spotlight
  3-km Radio
  Mass:
  947 kg
  Travel Move:
  65/45
  TL:
  2
  Cargo:
  None
  Price:
  Cr,839,30
  Fuel Type:
  Electricity
  Maintenance:
  
  
  - 98 -
  arM: 
  Left / Right Heavy; Lift: 200kg; Hit: 3; UMD: 3; Weapon:  - ; AMD: -;
  Left / Right Sensor; Lift: 50kg; Hit: 4; UMD: ; Weapon:  - ; AMD: -;
  daMaGe reCOrd:
  Sight/Sensors: Video Eye  , Audio  , Spotlights  .
  Communications: Radio , Voder/Speaker 
  Power Plant: 
  Batteries (% Consumed or Destroyed):          .
  Suspension: Minor Damage , Immobilized .
  sTarPOrT MeChaNiC sTar servaNTs MOdel 63Mek49
  This heavy duty grav-powered model, capable of cutting, welding and even removing complete hull plates, was common 
  in military installations but can be found in many civilian starports as well. Its highly flexible tentacle/arm contains an optic 
  sensor and light source for detailed repairs inside electronic components or control assemblies. A cutting/welding torch is 
  built into its right arm. It uses the Biped column of the Personal Hit Location Chart but reroll any leg hits.
  ClassiC Traveller:
  822xE-53-MM323-QFC3 
   
  Cr: 56,92.5 
  398kg, TL5
  70/75  
  Mesh
  Fuel = 9.2L 
  Duration = 4 days
  Thrust = 800kg,  
  Maneuver G = G, 
  Top = 300kph, Cruise =   225 kph, 
  NOE = 40kph
   Heavy Arm,  Medium Arm,  Light Tentacle
  Basic Sensor Package, Audio sensor with extra sensitivity, Voder, 5km Radio, Spotlight, Laser Welder, Metalwork tool 
  package, electronic tool package, Cargo = 20kg.
  Electronics 3; Mechanical 3; Grav Vehicle . 
  TNe:
  Com Move:
  5/60
  Armor Values
  Endurance:
  00 hours
  Head / Arms:
  
  Initiative:
  6
  Chest / Abdomen
  2
  Intelligence:
  6
  Command Function:
  High Autonomous
  Assets:
  Observation 6
  Mechanic 6
  Electronics 6
  Computer 6
  Voice Recognition 2
  Armament:
  None
  Electronics:
  Video Eye
  Audio Detector (with 
  ultra and subsonic)
  White light / IR spot-
  light
  3-km Radio
  Mass:
  ,086 kg
  Travel Move:
  60/20
  TL:
  5
  Cargo:
  20 kg
  Price:
  Cr2,03,749
  Fuel Type:
  Electricity
  Maintenance:
  
  
  - 99 -
  arM: 
  Left; Lift: 000kg; Hit: ; UMD: 0; Weapon:  - ; AMD: - ;
  Right; Lift: 05kg; Hit: ; UMD: 2; Weapon:  torch; AMD: 4;
  Sensor Arm; Lift: 50kg; Hit: 5; UMD: ; Weapon:  - ; AMD: - ;
  Grapple; Lift: 2000kg; Hit: 7; UMD: 4; Weapon:  - ; AMD: - ;
  daMaGe reCOrd:
  Sight/Sensors: Video Eye , Audio , Spotlight .
  Communications: Radio , Voder/Speaker 
  Power Plant: 
  Fuel (% Consumed or Destroyed):          .
  Suspension: Minor Damage , Immobilized .
  sPa-3 BaGGaGe haNdler
  Numerous local robotics suppliers and mega-corporations alike produce this venerable design for the Imperial Starport Au-
  thority. The SPA-3 is designed to carry the hand baggage of high passage travellers from ship to ship within a starport. Its 
  4 very light arms and 4 light arms allow it to carry a huge amount of luggage. Its grav system allow it to traverse airlocks, 
  and starport concourses. Due to its location, the SPA-3 is recharged daily and hence has a very limited endurance.
  The SPA-3 can be hired for Cr0 by any passenger to transport luggage, and will readily pay for the costs of the robot 
  within its operational life. The SPA-3 is also equipped with basic tourist information for its port (i.e. location of hotels, shut-
  tles, restaurants etc.). The SPA-3 is a basic 2m tall spindle design, with 4 bulges. The top bulge holds the robots brain and 
  sensors, the bottom most bulge holds the grav modules and power units. The two middle bulges hold 4 arms each. It uses 
  the Biped column of the Personal Hit Location Chart.
  ClassiC Traveller:
  624xE-L8-MM224-LF83  
  Cr: 433,955 
  77kg, TL2
  30/75 
   
  Mesh
  Fuel = 7.2L 
  Duration =  day
  Thrust = 800kg,  
  Maneuver G = 0.3G, 
  Top = 300kph, Cruise =   225 kph, 
  NOE = 40kph
  4 Light Arms, 4 Very Light Arms.
  Basic Sensor Package, Tactile Sensor, Voder, 5km Radio, Cargo = 424kg (24kg carried on arms, 400kg from external 
  slings).
  Valet 2; Local History/Information 2; Grav Vehicle ; Emotion Simulation. 
  TNe
  Com Move:
  5/9
  Armor Values
  Endurance:
  23 hours
  Head / Arms:
  
  Initiative:
  5
  Chest / Abdomen
  
  Intelligence:
  5
  Command Function:
  Low Autonomous
  Assets:
  Observation 0
  Voice Recognition 0
  Service 0
  Local Information 0
  Armament:
  None
  Electronics:
  Video Eye x 2
  Audio Detector x 2
  Tactile
  3-km Radio
  Voder
  Mass:
  ,30 kg
  Travel Move:
  2/42
  TL:
  2
  Cargo:
  480 kg
  
  - 00 -
  Price:
  Cr,729,07
  Fuel Type:
  Electricity
  Maintenance:
  
  arM: 
  Left V Light x 2; Lift: 5kg; Hit: 2; UMD: ; Weapon:  - ; AMD: - ;
  Right V Light x 2; Lift: 5kg; Hit: 2; UMD: ; Weapon:  - ; AMD: - ;
  Left Light x 2; Lift: 45kg; Hit: 2; UMD: ; Weapon:  - ; AMD: - ;
  Right Light x 2; Lift: 45kg; Hit: 2; UMD: ; Weapon: - ; AMD: - ;
  daMaGe reCOrd:
  Sight/Sensors: Video Eye , Video Eye , Audio , Audio ,
  Communications: Radio , Voder/Speaker 
  Power Plant: 
  Batteries (% Consumed or Destroyed):          .
  Suspension: Minor Damage , Immobilized .
  variaNTs
  Ernest has developed two variants on the basic SPA-3 model. SPA-3A adds laser welders and tool kits to allow the SPA-
  3A to act as a very versatile welder, especially in conjunction with the MD-20 Crane Robot, allowing the rapid attachment 
  of hull plates. The local information and valet software is replaced with mechanical engineering software. Due to power 
  restrictions, the robot is forced to use human equipment, rather than power the laser welders from its own power supplies.
  The second variant SPA-3B arms the robot with 2 laser carbines, and 2 snub pistols on the light arms and electro-stun 
  prods on the very light arms. The local information and valet software is replaced with weapons software (TNe: Laser 
  Weapon 9, Slug thrower (pistol) 9; CT: Laser Carbine , Snub Pistol ). Due to power supply restrictions, the robot is 
  forced to use human equipment rather than power the laser weaponry from the robot’s power supply. This makes a very 
  effective crowd control robot, especially for controlling the TL2 locals on the highport. Its weapons load allows it to put 
  down a heavy barrage of suppressing fire.
  Md-20 lsP CraNe rOBOT
  This heavy duty grav-powered model is designed to act as a mobile grav crane. Its eight heavy duty arms and external 
  cargo hook can carry significant loads. It was originally designed by LSP for use within their manufacturing facilities but 
  was soon sold outside the mega-corporation. 
  The MD-20 is rugged and durable, although it’s operational duties within shipyards and factories means that it has a poor 
  duration (24 hours). The MD-20 is a slow and ponderous robot, designed to safely and slowly move loads within a factory. 
  The hull is cm of crystal-iron to minimize the effects of impacts and its operational environment. The grav modules have 
  been sized to move the robot and its maximum load. However in order to reduce costs, the MD-20 only has a basic brain 
  and requires trained operators for safe use. It uses the Biped column of the Personal Hit Location Chart but reroll any leg 
  hits.
  ClassiC Traveller:
  D2AxD-58-LL22-YF52 Cr: 538,325 
  8289kg TL2
  600/500 
  Combat
  Fuel = 36L,  
  Duration =  day
  8 Heavy Arms
  4 Visual Sensors, Audio Sensor, Tactile Sensor, 5km Radio, Voder, External Cargo Hook = 9000kg.
  Thrust 8,000kg, Maneuver G = 0.04
  Top Speed: 60kph, Cruise 45kph, NOE 5kph.
  Grav Vehicle ; Cargo Handling .
  
  - 0 -
  TNe:
  Com Move:
  2/9
  Armor Values
  Endurance:
  24 hours
  Head / Arms:
  8
  Initiative:
  3
  Chest / Abdomen
  8
  Intelligence:
  3
  Command Function:
  Low Autonomous
  Assets:
  Observation 8
  Voice Recognition 8
  Armament:
  None
  Electronics:
  Video Eye x 4
  Audio Detector 
  Tactile Sensor
  3-km Radio
  Voder
  Mass:
  6,034 kg
  Travel Move:
  0/20
  TL:
  2
  Cargo:
  9000 kg (carried 
  externally)
  Price:
  Cr276,228
  Fuel Type:
  Electricity
  Maintenance:
  
  arM: 
  Left x 4; Lift: 25kg; Hit: 4; UMD: 2; Weapon:  - ; AMD: - ;
  Right x 4; Lift: 25kg; Hit: 4; UMD: 2; Weapon: - ; AMD: -;
  daMaGe reCOrd:
  Sight/Sensors: Video Eye , Video Eye , Video Eye , Video Eye , Audio .
  Communications: Radio , Voder/Speaker 
  Power Plant: 
  Batteries (% Consumed or Destroyed):          .
  Suspension: Minor Damage , Immobilized .
  JaNiTOrial rOBOT iNTeCT MOdel aJ-63
  This popular and widely encountered tracked janitorial robot is extremely specialized in function, but many Virus-infected 
  AJ-63s have been modified with grasping and lifting utility arms, and some have been turned into security robots by the 
  addition of weaponry. It uses the Biped column of the Personal Hit Location Chart.
  ClassiC Traveller:
  623xA-L2-KL22-H842 Cr: 229,475 
  98.08kg 
  TL2
  30/75 
  Mesh
  Fuel = 24L,  
  Duration = 4 days
  2 Light Arms
  Basic sensor package, Spotlight, Janitorial package, 5km Radio, Snub Pistol with paint pellets, Voder, Cargo Bin = 25kg.
  Steward ; Snub Pistol .
  TNe:
  Com Move:
  0/5
  Armor Values
  Endurance:
  00 hours
  All:
  
  Initiative:
  3
  Suspension
  
  Intelligence:
  3
  
  - 02 -
  Command Function:
  Low Autonomous
  Assets:
  Observation 6
  Voice Recognition 6
  Armament:
  Paint Pellet Gun
  Electronics:
  Video Eye
  Audio detector
  3-km Radio
  White light / IR spotlight
  Mass:
  34 kg
  Travel Move:
  45/20
  TL:
  2
  Cargo:
  25 kg
  Price:
  Cr92,046
  Fuel Type:
  Electricity
  Maintenance:
  
  arM: 
  Left / Right; Lift: 50kg; Hit: 8; UMD: ; Weapon:  - ; AMD: -;
  daMaGe reCOrd:
  Sight/Sensors: Video Eye , Audio , Spotlight .
  Armament: Paint Pellet Gun .
  Communications: Radio , Voder/Speaker 
  Power Plant: 
  Fuel (% Consumed or Destroyed):          .
  Suspension: Minor Damage , Immobilized .
  veGaN rOBOT assOCiaTes sTeward
  A popular and widely encountered personal assistant robot found within the Solomani Rim. It is a direct competitor of the 
  famous Naasirka “RASHUSH” valet robot. The robot’s low price has assured its continuing presence in the market place. 
  The robot has a basic humanoid shape. It uses the Biped column of the Personal Hit Location Chart. The robot will float. It 
  is powered by an onboard fuel cell.
  ClassiC Traveller:
  655x2-A2-MN222-N844 Cr: 94,00 
  295.504kg 
  TL2
  30/75 
   
  Mesh
  Fuel = 67.2L 
  Duration = 8 days
  2 Medium Arms
  Basic sensor package, Voder, Taste sensor, Touch sensor, 5km Radio.
  Steward 3; Valet 3; Emotion simulation.
  TNe:
  Com Move:
  5
  Armor Values
  Endurance:
  6 Days
  All:
  []
  Initiative:
  3
  Suspension
  
  Intelligence:
  3
  Command Function:
  Low Autonomous
  Assets:
  Voice Recognition 0
  Observation 0
  Service 8
  Armament:
  None
  Electronics:
  Video Eye x 2
  Audio detector x 2
  3-km Radio
  Tactile Sensor
  Olfactory Sensor
  Voder
  Taste Sensor
  
  - 03 -
  Mass:
  28 kg
  Travel Move:
  30
  TL:
  2
  Cargo:
  0 kg
  Price:
  Cr242,856
  Fuel Type:
  Hydrogen
  Maintenance:
  
  arM: 
  Left / Right; Lift: 25kg; Hit: ; UMD: ; Weapon: - ; AMD: -; Agility: 8, Strength: 0.5
  daMaGe reCOrd:
  Sight/Sensors: Video Eye  , Audio  , Tactile , Olfactory , Taste ,
  Communications: Radio , Voder/Speaker 
  Power Plant: 
  Fuel (% Consumed or Destroyed):          .
  Suspension: Minor Damage , Immobilized .
  
  - 04 -
  aPPeNdix C - eleCTrONiC COMBaT
  The following information on electronic combat was originally presented in the GDW Product “Vampire Fleets”.
  Electronic struggles between hostile Virus systems are resolved in a series of attack rounds, with one attack taking place 
  each combat turn. Each system has a numeric combat value (CV), which is the number of D6 rolled each attack round. 
  The referee rolls the appropriate number of dice for each system and sums the total. The highest total score wins that at-
  tack round.
  If an attacking (Puppeteer or Snake) system wins three attack rounds in a row, it has taken control of the system under 
  attack. If the defending system wins two attack rounds in a row, it has repulsed the attack and may break off contact. If the 
  defending system wins a single combat round it may break off contact by “fire walling”.
  Fire walling consists of sealing off infected parts of the processing and storage system by using power spikes to burn out 
  components and electronic pathways. Whilst this will save the system from capture, it will also permanently damage the 
  system. The referee should decide the extent and nature of this damage, but  invariably means a deterioration in mental 
  ability and some alteration in personality. Lower levels of damage may call for drawing a different motivation card for the 
  system, whilst higher levels of damage may call for converting the motivation card to joker (insanity).
  Systems that are taken over by a Puppeteer strain Virus have their original personality completely erased and the puppet-
  eer strain belief structure and motivation substituted.  Virus systems defeated by the Snake have their entire personality 
  wiped clean and the computer is free of viral infection.
  Puppeteer Virus: 
  CV = 6D6
  Ernest:  
   
  CV = 7D6 (due to the extensive nature of the highport’s computer network)
  Snake AVW: 
   
  CV = 5D6
  Peacemaker Virus: 
  CV = 0D6
  
  - 05 -
  aPPeNdix d - reFOrMaTiON COaliTiON PersONNel
  OFFiCers & Crew OF The RIGGINS VICTRIX
  A standard Victrix-class sloop has 
  TNe: 
  a crew of 26.  This is broken down into an O-5 commanding officer, an O-4 XO, an O-3 Chief Engineer and an O-2 
  Navigator.  The crew is made up of two maneuvering ratings, two electronics technicians, a chief petty officer and eight 
  engineering ratings, six turret or MFD gunners, two un-rated general maintenance technicians and a medic. 
  CT: 
  a crew of . A pilot, navigator, medic, four gunners and four engineers.
  The crew of the Riggins Victrix is considered crack and generally rated as veteran due to the superb leadership and con-
  stant drilling (and a good bit of action) under Commander Costello.
  The typical crew has a TNe: single combat asset at 8-0 in Slug Weapons (snub pistol or shotgun) or Energy Weapons 
  (laser pistol); CT: Skill Level  in either handgun or laser weapons.  They will have a TNe:  asset of -2, CT: Skill Level 
  2, in their primary field(s) and will all have TNe: environmental suit 0 and Zero-G Environment 8, CT: Vac Suit  and Zero 
  G Combat 0.
  OFFiCers
  COMMaNder williaM “kasTle” COsTellO, COMMaNdiNG OFFiCer, rCs 
  RIGGINS VICTRIX 
  (Navy) Elite NPC, Human (Mixed) Male age 4 (6 terms), 
  Classic Traveller:
  uPP: 679BC8
  skills: Auto pistol 3; Pilot (Starship) 3; Ship’s Tactics 3; Navigation 2; Engineering ; Computer ; Vac Suit ; Zero G Cbt 
  ; Leader . 
  TNe:
  uPP: 679BAC-0-8
  Combat assets: Gun Combat (slug pistol) 4. 
  Other assets:  Pilot (grav/interface) 4, Astrogator 2, Ship’s Engineer 0, Ship’s Tactics 4, Computer 0, Environmen-
  tal Suit 0, Zero G Environment 0, Leader 0,
  Motivations: Kastle is an ex-Imperial Navy remnant serving Margaret’s faction during the Final War.  Free lancers in the 
  ruins of the Buhle/Aubaine naval base recovered him and he quickly joined the new RCN.  He has a strong dedication to 
  all of the citizens of the former Last Imperium and firmly believes in the mission of the RC to bring progress and justice 
  to the Wilds.  Kastle carries an ornate and antique-looking 0mm revolver when he goes armed.  If asked he will dismiss 
  it as a “souvenir I got off of some TED.”  An astute team member will recognize it as a noble’s ceremonial pistol from the 
  Last Imperium.
  He served as the captain of a Gazelle-class escort during the Final War.  He will reluctantly talk to the team about his 
  experiences before the Collapse but quickly turns the conversation to the latest advances of the RC or a card game.  He 
  is a compulsive gambler and is infamous throughout the RCN and RCES for his standing poker games in the Aubaine and 
  Trybec starports.
  Kastle has been ordered to follow the lead of the RCES group unless it is illegal or unnecessarily threatens the safety of 
  his ship.  As a gambler he is willing to go along with most any risk if the RCES team have a good plan.
  
  - 06 -
  lCdr BreNN “ThuMPer” aNaCreON
  Executive Officer (XO) of the Riggins Victrix and a native of Aubaine.
  Veteran NPC
  Classic Traveller:
  uPP: 8679C9
  skills: Shotgun ;  Sensors 2, Communication 2; Navigation 2; Electronics 2;  
  Admin 2; Engineering ; Leadership ; Ship’s Tactics ; Vac Suit ; Zero-G Cbt .
  TNe:
  uPP: 8679C9-0-8
  Combat asset: Slug Weapon (shotgun) 0   
  Other assets: Sensors 3, Communication 3, Astrogation 2, Ship’s Engineering 0, Electronics 0, Leadership 0, 
  Administration 2, Ship’s Tactics 0, Environmental Suit 0, Zero-G environment 8.
  Motivation: Thumper is strongly loyal to his captain and tends to balance out his risk-taking instincts with a heavy dose of 
  common sense. His time in the RCN has made him quite callous to the fate of non-RC citizens.
  lT PeriCles “daNder” saMPsON
  Chief Engineer of the Riggins Victrix and an ex-Free Trader from beyond the RC.
  Veteran NPC
  Classic Traveller:
  uPP: 689AA5
  skills: Snub pistol 2; Engineering 3; Electronics 3; Mechanic 3; Leadership 2; Computer ; Pilot ; Vac Suit ; Zero-G Cbt 
  . 
  TNe:
  uPP: 689AA5-0-7
  Combat asset: Slug Weapon (snub pistol) 2.  
  Other assets: Ship’s Engineering 4, Electronics 4, Gravitics 2, Computer 0, Mechanic 0, Pilot 0, Leadership 2, 
  Environmental Suit 0, Zero-G environment 8
  Motivations: Dander is prepared to go to any lengths to protect and preserve the ship against any harm.  He will strongly 
  protest any risky missions proposed by the RCES team. He is obsessed with learning more about relic technology, espe-
  cially ship’s engineering subjects.  He will go to extreme lengths to seek out books, data tapes or other engineers to learn 
  more. He and the XO often disagree about the value of civilizations in the Wilds.
  lT(JG) sasha “iCe QueeN” MCallisTer
  Sasha is the Pilot and Astrogator of the Riggins Victrix.
  Experienced NPC
  Classic Traveller:
  uPP: 4589B7
  skills: Laser Pistol 2 ; Pilot (Starship) 3; Navigation 3; Communications ; Computer ; Leadership , Vac Suit 0, Zero-G 
  Cbt .
  TNe:
  uPP: 4589B7-0-8
  Combat asset: Energy Weapon (energy pistol) 2. 
  Other assets:  Pilot 4, Astrogation 3, Sensors 0, Communications 0, Leadership 8, Environmental Suit 0, Zero-G 
  environment 8
  Motivations: Sasha is extremely passionate about all things, from her mercurial temper to her personal relationships.  
  She tends to rapidly form highly personal relationships and then just as quickly break them off in a spectacular fashion. Ice 
  Queen is highly motivated to advance her career and sees her current posting and any personal relationships as merely a 
  stepping stone to further progress.
  
  - 07 -
  MariNe sCOuT deTaChMeNT BravO Three
  These Marines are from the Scout Company in the Third RCM Brigade.  They are attached to the Riggins Victrix to pro-
  vide scouting or a bit of muscle if needed.
  sTaFF serGeaNT (e-6) TriMBle “haNGMaN” FrOsT
  Senior Marine NCO (Elite NPC, Initiative 6)
  Classic Traveller:
  uPP: 9A6785 
  skills: ACR 4; Laser Rifle 3; Grenade Launcher 2; Tac Missile 2; Brawling 2: Fwd Observer 2; Ground Tactics 2; Instruc-
  tion 2; Leadership 2; Pilot (Grav Belt) 2; Vac Suit 2; Survival ; Zero-G Cbt .  
  TNe:
  uPP: 9A6785-0-7
  Combat assets: Slug Weapon (slug rifle) 15, Energy Weapon (energy rifle) 13, Grenade Launcher 12, Unarmed Martial 
  Arts 2, Tac Missile 2.
  Other assets: Forward Observer 2, Grav Belt 2, Environmental Suit 2, Zero-G environment 8, Survival 0, Leader-
  ship 2, Ground Tactics 2.
  Motivations: Hangman is an outspoken and opinionated NCO who will not hesitate to (respectfully) contradict his supe-
  riors when they are about to do something stupid.  He is a dogged and determined warrior both on the battlefield and in 
  the nearest star town bar or brothel. Sergeant Frost is determined to show these navy boys and girls just how sharp the 
  RCMC really can be and he drives his troopers hard to present a professional and sharp appearance.
  COrPOral (e-4) eNerii “JuMPsTarT” ershGuuluM 
  Classic Traveller:
  uPP: 789987
  skills: ACR 2; Laser Rifle 1; Grenade Launcher 1; Tac Missile 1; Brawling 2:  
  Fwd Observer ; Ground Tactics ; Instruction ; Leadership ; Pilot (Grav Belt) ; Vac Suit ; Survival ; Zero-G Cbt .  
  TNe:
  uPP: 789987-0-6
  Combat assets: Slug Rifle 13/ Energy Rifle 13/Unarmed martial arts 13.
  Other assets: Pilot (Ship’s Boat) 2; Ship’s Weapons (Lasers) 2; Leader 2; Environmental suit 2; Ground tactics ; 
  Navigation ; Survival 0.
  laNCe COrPOrals (e-3) BOB “TiNy” JONes, aNdrew “rOCkeT” haNsON, 
  Trish “deadeye” MarliN
  Classic Traveller:
  uPP: 777777
  skills: ACR 1; Laser Rifle 1; Grenade Launcher 1; Vac Suit 1; Zero-G Combat 1.
  TNe:
  uPP: 777777-0-6
  Combat assets: Slug Rifle 12/ Energy Rifle 12/Unarmed martial arts 11.
  Other assets: Environmental suit ; Ground tactics 0; Navigation 0; Survival 0.
  The Marines of MSD B-3 are equipped with RCES light battledress, grav belts, 4mm gauss rifles and a variety of side 
  arms.  Deadeye carries a 2cm light assault gun into a hot situation.  Alternatively they can deploy in chameleon combat 
  environment suits in two two-man teams with sniper rifles and laser designators for reconnaissance work.  
  The Marine arms locker carries 4,000 rounds of gauss needles, two cases of 0 RAM grenades, two anti-armor tac mis-
  siles, two plasma bazookas, two cases of 20 assorted hand grenades and 0 kg of demolition charges and detonators.
  
  - 08 -
  saMPle Crew
  Two crewmembers are detailed below to provide an example of individuals with whom the RCES Team members may 
  interact.  The Referee is free to create other crew members who may catch the fancy of the RCES Team (or vice versa) 
  during the long legs in Jump.
  ChieF PeTTy OFFiCer dushuuGi “dead head” didkuur
  Dead Head is the engineering CPO and senior enlisted aboard the Riggins Victrix.  As such he is the voice of the crew to 
  the captain and XO and keeps the daily routine of the ship running smoothly.
  Classic Traveller:
  uPP: 5579C6
  skills: Shotgun 2: Engineering 3: Mechanic 2: Computer 2, Electronics 2; Leader 2;  
  Vac Suit ; Zero-G Cbt .
  TNe:
  uPP: 5579C6-0-6
  Combat asset: Slug Weapon (shotgun)  
  Other assets: Ship’s Engineering 4, Mechanic 2, Machinist 2, Electronics 0, Gravitics 0, Leadership 2, Environ-
  mental Suit 0, Zero-G environment 8
  Motivations: Dead Head is As such he is the voice of the crew to the captain and XO and keeps the daily routine of the 
  ship running smoothly. Dushu (as he is known to his friends) is strongly driven to succeed and as such is the youngest E-7 
  in the RCN.  He is an excellent leader and has been recommended for commission by the captain. Dead Head gets along 
  well with the crew and officers and does an outstanding job maintaining discipline and morale aboard the ship.
  PeTTy OFFiCer seCONd Class adriaNNa “aNGel” MiChaels
  Classic Traveller
  uPP: 4677B6
  skills: Laser Pistol ; Medical 3: Vac Suit ; Zero-G Cbt .
  TNe:
  uPP: 4677B6-0-6
  Combat asset: Energy Weapon (energy pistol) 0.  
  Other assets: Trauma Aid 4, Diagnostics 2, Surgery 0, Biology 0, History 2, Music 2, Environmental Suit 0, Zero-
  G environment 8
  Motivation: Angel is very outspoken and friendly and will engage the RCES team in discussions of RC policy, their 
  mission and previous experiences.  She is an accomplished musician in addition to being a crack medic. She is highly at-
  tracted to charismatic individuals, which may result in a relationship with a RCES team member.
  shrier MaGeMeNas
  Starport Mechanic
  Veteran NPC
  Shrier is 47 years old and is still fit from constant physical labor. He was formerly an assistant engineer on a starship, but 
  recently took a job at Jo’s garage. He won’t talk much about his time as a Free Trader, except that he “got around a lot.” If 
  pressed, he will say that he’s been through most of Diaspora sector to spinward and coreward of Berens.
  Classic Traveller: 
  uPP: (STR / DEX / END / INT / EDU / SOC)  887AA7
  skills: Brawling 3, Auto Pistol 3; Bluff 3, Mechanic 3, Engineer 3, Computer 2, Forgery 2, Electronics , Streetwise .
  
  - 09 -
  TNe:
  COMBaT asseTs: UNARMED MARTIAL ARTS, SLUG PISTOL.
  Other assets: Streetwise 9, Mechanic 2, Ship’s Engineer 2, Electronics 9, Observation 9, Intrusion 2, Act/Bluff 4.
   
   
  Motivation: Shrier is a good judge of character and can think a situation through calmly and carefully to come up with the 
  correct course of action. He can definitely take care of himself in most situations and never lets the threat of danger deter 
  him from what he thinks needs to be done.
  Shrier signed on with the RCES mission following the events on Berens, and offers his twenty years experience on Free 
  Traders as well as his knowledge of the coreward regions. 
  exaMPle Crew NaMes:
  Farouk “Piper” Tesorok
  Michael “Tidbit” Banners
  Liz “Handy” Jones
  Aswan “Bonny” Muhammad
  Nichole “Blackie” Uusumurri
  
  - 0 -
  aPPeNdix e - MaPs
  BlaCksTONe
  
  -  -
  FOrd
  
  - 2 -
  PRIMUS
  over one billion
  CHARACTERISTICS
  WORLD
  No Water Present
  border
  Quintus
  Secundus
  TRAVEL ZONES
  POPULATION
  Amber Zone
  Red Zone
  BASES
  Asteroid Belt
  Water Present
  No Gas Giant
  Travel Zone
  Code (Red)
  MAP LEGEND
  Starport Type
  Gas Giant
  Bases
  World
  Name
  World
  Type
  X-Boat
  Route
  Tertius
  A
  under one billion
  World names in red
  are subsector capitals
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  O
  P
  X
  Iqorr
  ST DENIS
  Kennebunk
  Hammett
  Ebekhar
  Iiselu
  1426
  1427
  1428
  1429
  1430
  1328
  1327
  1329
  1330
  1628
  1629
  1630
  1631
  1627
  1626
  1625
  1530
  1531
  1529
  1528
  1527
  1526
  1728
  1727
  1726
  1729
  1730
  1731
  1828
  1827
  1826
  1829
  1830
  B
  C
  C
  C
  D
  B
  F
  A
  9
  F
  C
  C
  5
  4
  5
  6
  6
  9
  Worlds within Jump 3 of Ebekhar
  1927
  1928
  1929
  1930
  wOrlds wiThiN JuMP 3 OF eBekhar
  
  - 3 -
  PrOMise suBseCTOr (Players versiON)
  PRIMUS
  over one billion
  CHARACTERISTICS
  WORLD
  No Water Present
  border
  Quintus
  Secundus
  TRAVEL ZONES
  POPULATION
  Amber Zone
  Red Zone
  BASES
  Asteroid Belt
  Water Present
  No Gas Giant
  Travel Zone
  Code (Red)
  MAP LEGEND
  Starport Type
  Gas Giant
  Bases
  World
  Name
  World
  Type
  X-Boat
  Route
  Tertius
  A
  under one billion
  World names in red
  are subsector capitals
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  O
  P
  X
  2521
  2522
  2523
  2524
  2525
  2526
  2527
  2528
  2529
  2530
  2621
  2622
  2623
  2624
  2625
  2626
  2627
  2628
  2629
  2630
  2721
  2722
  2723
  2724
  2725
  2726
  2727
  2728
  2729
  2730
  2821
  2822
  2823
  2824
  2825
  2826
  2827
  2828
  2829
  2830
  2921
  2922
  2923
  2924
  2925
  2926
  2927
  2928
  2929
  2930
  3021
  3022
  3023
  3024
  3025
  3026
  3027
  3028
  3029
  3030
  3121
  3122
  3123
  3124
  3125
  3126
  3127
  3128
  3129
  3130
  3221
  3222
  3223
  3224
  3225
  3226
  3227
  3228
  3229
  3230
  1119 - Grand Survey Data - Second Survey
  Promise Subsector
  Diaspora Sector
  Seagull
  Amoy
  Baraduusa
  Ferenira
  Daaliisa
  Eloji
  Exeter
  Muni
  PROMISE
  Poznan
  Orsk
  Lot
  Vahana
  Udone
  Gorky
  Execute
  Asena
  Napiiresha
  530-053
  Davao
  Nysorb
  Tenmet
  Tazmania
  Sligo
  Sittahr
  Ijiwa
  Lekhaana
  Cosenza
  D
  D
  C
  B
  D
  B
  A
  B
  A
  C
  B
  A
  B
  A
  A
  C
  C
  B
  X
  D
  C
  B
  A
  B
  C
  B
  E
  B
  9
  8
  D
  F
  7
  C
  F
  C
  F
  A
  F
  F
  F
  F
  F
  A
  C
  D
  7
  D
  C
  F
  F
  D
  D
  F
  B
  F
  4
  6
  2
  1
  7
  6
  8
  8
  9
  8
  3
  6
  5
  5
  5
  5
  8
  2
  2
  6
  5
  7
  5
  3
  5
  8
  2
  4
  
  - 4 -
  The BliGhT suBseCTOr (Players versiON)
  PRIMUS
  over one billion
  CHARACTERISTICS
  WORLD
  No Water Present
  border
  Quintus
  Secundus
  TRAVEL ZONES
  POPULATION
  Amber Zone
  Red Zone
  BASES
  Asteroid Belt
  Water Present
  No Gas Giant
  Travel Zone
  Code (Red)
  MAP LEGEND
  Starport Type
  Gas Giant
  Bases
  World
  Name
  World
  Type
  X-Boat
  Route
  Tertius
  A
  under one billion
  World names in red
  are subsector capitals
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  O
  P
  X
  1721
  1722
  1723
  1724
  1725
  1726
  1727
  1728
  1729
  1730
  1821
  1822
  1823
  1824
  1825
  1826
  1827
  1828
  1829
  1830
  1921
  1922
  1923
  1924
  1925
  1926
  1927
  1928
  1929
  1930
  2021
  2022
  2023
  2024
  2025
  2026
  2027
  2028
  2029
  2030
  2121
  2122
  2123
  2124
  2125
  2126
  2127
  2128
  2129
  2130
  2221
  2222
  2223
  2224
  2225
  2226
  2227
  2228
  2229
  2230
  2321
  2322
  2323
  2324
  2325
  2326
  2327
  2328
  2329
  2330
  2421
  2422
  2423
  2424
  2425
  2426
  2427
  2428
  2429
  2430
  Mogumba
  X
  Pugout
  Jump
  Torngat
  Overature
  Maaduura
  Wescap
  Veejay
  Ayden
  THICKET
  Tarsale
  Moncton
  Heart
  Mason
  Elusive
  One Star
  Fuji
  Akko
  Eberly
  Sivo
  Daariida
  Aaneru
  Iiselu
  B
  E
  B
  E
  B
  D
  C
  C
  A
  E
  B
  A
  C
  D
  C
  B
  D
  C
  D
  C
  D
  C
  5
  C
  D
  E
  8
  F
  A
  9
  E
  E
  A
  D
  F
  C
  9
  C
  F
  8
  F
  A
  E
  B
  B
  4
  5
  1
  4
  4
  5
  5
  5
  1
  7
  3
  8
  1
  6
  5
  7
  3
  8
  3
  9
  3
  4
  8
  W
  1119 - Grand Survey Data - Second Survey
  The Blight Subsector
  Diaspora Sector
  
  - 5 -
  PrOMise suBseCTOr (reFerees versiON)
  PRIMUS
  over one billion
  CHARACTERISTICS
  WORLD
  No Water Present
  border
  Quintus
  Secundus
  TRAVEL ZONES
  POPULATION
  Amber Zone
  Red Zone
  BASES
  Asteroid Belt
  Water Present
  No Gas Giant
  Travel Zone
  Code (Red)
  MAP LEGEND
  Starport Type
  Gas Giant
  Bases
  World
  Name
  World
  Type
  X-Boat
  Route
  Tertius
  A
  under one billion
  World names in red
  are subsector capitals
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  O
  P
  X
  2521
  2522
  2523
  2524
  2525
  2526
  2527
  2528
  2529
  2530
  2621
  2622
  2623
  2624
  2625
  2626
  2627
  2628
  2629
  2630
  2721
  2722
  2723
  2724
  2725
  2726
  2727
  2728
  2729
  2730
  2821
  2822
  2823
  2824
  2825
  2826
  2827
  2828
  2829
  2830
  2921
  2922
  2923
  2924
  2925
  2926
  2927
  2928
  2929
  2930
  3021
  3022
  3023
  3024
  3025
  3026
  3027
  3028
  3029
  3030
  3121
  3122
  3123
  3124
  3125
  3126
  3127
  3128
  3129
  3130
  3221
  3222
  3223
  3224
  3225
  3226
  3227
  3228
  3229
  3230
  1202 NE
  Promise Subsector
  Diaspora Sector
  Seagull
  Amoy
  Baraduusa
  Ferenira
  Daaliisa
  Eloji
  Exeter
  Muni
  Promise
  Poznan
  Orsk
  Lot
  Vahana
  Udone
  Gorky
  Execute
  Isis
  Napiiresha
  530-053
  Davao
  Nysorb
  Tenmet
  Tazmania
  Sligo
  Sittahr
  Ijiwa
  Lekhaana
  Cosenza
  X
  X
  X
  X
  E
  D
  X
  D
  C
  X
  X
  X
  X
  X
  X
  E
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  X
  0
  5
  3
  0
  7
  8
  8
  6
  9
  0
  0
  4
  0
  0
  0
  5
  3
  2
  5
  0
  0
  0
  3
  3
  4
  0
  0
  0
  0
  6
  1
  0
  7
  6
  8
  6
  7
  0
  0
  6
  5
  0
  0
  5
  7
  2
  2
  0
  0
  0
  4
  3
  4
  0
  0
  0
  
  - 6 -
  The BliGhT suBseCTOr (reFerees versiON)
  PRIMUS
  over one billion
  CHARACTERISTICS
  WORLD
  No Water Present
  border
  Quintus
  Secundus
  TRAVEL ZONES
  POPULATION
  Amber Zone
  Red Zone
  BASES
  Asteroid Belt
  Water Present
  No Gas Giant
  Travel Zone
  Code (Red)
  MAP LEGEND
  Starport Type
  Gas Giant
  Bases
  World
  Name
  World
  Type
  X-Boat
  Route
  Tertius
  A
  under one billion
  World names in red
  are subsector capitals
  A
  B
  C
  D
  E
  F
  G
  H
  I
  J
  K
  L
  M
  N
  O
  P
  X
  1721
  1722
  1723
  1724
  1725
  1726
  1727
  1728
  1729
  1730
  1821
  1822
  1823
  1824
  1825
  1826
  1827
  1828
  1829
  1830
  1921
  1922
  1923
  1924
  1925
  1926
  1927
  1928
  1929
  1930
  2021
  2022
  2023
  2024
  2025
  2026
  2027
  2028
  2029
  2030
  2121
  2122
  2123
  2124
  2125
  2126
  2127
  2128
  2129
  2130
  2221
  2222
  2223
  2224
  2225
  2226
  2227
  2228
  2229
  2230
  2321
  2322
  2323
  2324
  2325
  2326
  2327
  2328
  2329
  2330
  2421
  2422
  2423
  2424
  2425
  2426
  2427
  2428
  2429
  2430
  Mogumba
  X
  Pugout
  Jump
  Torngat
  Overature
  Maaduura
  Wescap
  Veejay
  Ayden
  Thicket
  Tarsale
  Moncton
  Heart
  Mason
  Elusive
  One Star
  Fuji
  Akko
  Eberly
  Sivo
  Daariida
  Aaneru
  Iiselu
  B
  X
  B
  X
  X
  X
  E
  X
  X
  X
  X
  X
  X
  X
  X
  X
  E
  X
  X
  X
  X
  X
  1
  2
  0
  3
  5
  0
  0
  5
  0
  8
  3
  0
  3
  7
  3
  4
  0
  8
  0
  4
  0
  1
  3
  3
  5
  0
  3
  4
  0
  0
  5
  0
  6
  3
  0
  1
  5
  5
  7
  0
  8
  0
  5
  0
  3
  8
  1202 NE
  The Blight Subsector
  Diaspora Sector
  
  - 7 -
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SOURCE: textdata/thevault/Traveller/03 - Traveller, The New Era (TNE)/Avenger Enterprises/TNE - Guilded Lilly 3 - Into the Darkness.pdf