TEXT: AStarships & Spacemen campaign. 
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  PaulKidd 
  
  The Lucanii Drift 
  A Starships & Spacemen campaign. 
  Combatable with any rules system that allows characters to boldly go... 
  Written by: 
  Paul Kidd 
  Art by: 
  Maps by: 
  Layouts: 
  Jabbers Art 
  Max Blackrabbit 
  Brian Burke 
  Voracious Fescue 
  Tim Johnson 
  Lee Madison 
  Scott Ruggles 
  Style Wager 
  Scott Carmichael 
  Paul Kidd 
  Kjtsune 
  ! re55 
  "The Lucanii Drift" is © 2016 Paul Kidd 
  This product refers to Starships & Spacemen ™, which can be found at www.goblinoidgames.com. 
  Starships & Spacemen™, and associated text, logos, and trademarks are owned by Daniel Proctor. Used 
  with permission. 
  
  Contents 
  The Lucanii Drift 
  For Damien Morton, who played those first campaigns with me back 
  in my youth. You were a cunning player, an inventive GM, a total 
  maniac - and we miss you. 
  Ad astra et ultra 
  * 
  
  The Lucanii Drift 
  Contents 
  Section 1 - Foreword 
  Introduction 
  Starting the Campaign 
  4 
  5 
  Section 2 - New Character Races 
  New Character Race: The Felicians 
  6 
  New Character Race: The Entirrans 
  7 
  New Character Race: The Pleiadians 
  9 
  Section 3 - Additional Rules 
  Suggested House Rules 
  10 
  Alternative Starship Combat System 
  13 
  Bar Room Brawls 
  16 
  New Equipment 
  17 
  Exploring a Star System 
  Experience Awards 
  Encounters in Galactic Space 
  Section 7 - Star Sectors 
  Sector 1- Lucanii Alpha 
  Sector 2- Lucanii Beta 
  Sector 3- Lucanii Gamma 
  Sector 4- Lucanii Delta 
  Sector 5- Lucanii Epsilon 
  Sector 6- Lucanii Zeta 
  Sector 7- Lucanii Eta 
  Sector 8- Lucanii Theta 
  Sector 9- Lucanii lota 
  Sector 10- Lucanii Kappa 
  Sector 11- Lucanii Lambda 
  Sector 12- Lucanii Mu 
  Sector 13- Lucanii Nu 
  Sector 14- Lucanii Xi 
  Sector 15- Lucanii Omicron 
  Contents 
  49 
  49 
  49 
  56 
  62 
  70 
  76 
  82 
  88 
  95 
  102 
  110 
  115 
  119 
  125 
  133 
  143 
  149 
  Section 4 - The Drift 
  The Lucanii Drift 
  The Corridor 
  The Stars Beyond 
  Starbase Keppler 
  Traffic at the Starbase 
  Local Characters 
  The MeLiSol bar 
  Drinking Binge Results! 
  Starbase Events and Encounters 
  20 
  21 
  22 
  22 
  22 
  23 
  26 
  28 
  28 
  Section 8 - Games Aids 
  CSF Kellermann 
  157 
  Equipment Storage Onboard 
  159 
  Potential Upgrades to the Kellermann 
  160 
  Useful Artefacts 
  161 
  N PC: Ensign K'taath 
  162 
  Crew Roster Sheet 
  163 
  Players Maps 
  168 
  Section 5 - Other Races in the 
  Lucanii Drift 
  The Zangid Presence 
  37 
  Regional Race: The Caeliferans 
  39 
  Regional Race: The Drones 
  42 
  Section 6 - Exploration 
  Map Features 
  46 
  The Star Sectors 
  46 
  Unusual Star Systems 
  48 
  
  Foreword 
  The Lucanii Drift 
  0 
  Section 1: Foreword 
  Introduction 
  I purchased the first edition of Starships and 
  Spacemen back when I was in high school in 1978. 
  And we had fun with it. Boy did we have fun! 
  Diplomacy and exploration - ancient artefacts and 
  terrible cosmic beings.... Wonderful fun! 
  So - winding the clock forward. I'm glad to see 
  the new edition of S&S! 
  This book is designed to hand Space Masters an 
  entire 'pick up and play' campaign. A big region of 
  space to explore, filled with adventures. 
  This campaign setting is all about keeping an old 
  style TV series "geist" to your game. The emphasis 
  here is all about exploring and discovering. It's 
  about timely escapes, dodging death, and finding 
  the right solution just in time. It's pure hokey fun! 
  The evil alien computer can be bamboozled by 
  illogic. Characters can meet their counterparts 
  from evil parallel dimensions, can end up being 
  flung into gladiatorial games held by evil aliens -
  or might find themselves unravelling a murder 
  mystery. 
  » 
  
  The Lucanii Drift 
  Foreword 
  "Captain - it's like nothing we've ever encountered 
  before'." 
  The thing with "Old School Rules", is that the 
  game is a theatre of the imagination. The setting, 
  campaign and adventures are YOURS, fleshed out 
  by the umpire and the players during play itself. 
  There is no 'canon' - no company sanctioned 
  'living campaign'. Everything here can be 
  changed, enhanced, or just used as a starting 
  point for ideas and interpretations of your own. 
  Make it your own! 
  And have fun! 
  Ray guns and zipper-boots forever! 
  Paul Kidd 
  The adventures found in this book are designed to 
  hit the marks established by the "Space Fleet" pulp 
  adventure genre. My inspiration has been drawn 
  from many sources: Galaxy Quest, Quark, Stargate 
  SGU, Stargate Atlantis, Babylon 5, original 
  Battlestar Galactica - and of course, the original 
  and animated series of Star Trek. 
  Starting the Campaign 
  This setting has been designed for starting 
  characters. It is perfect for newly-created parties. 
  Hopefully they will stay on, and gain in experience 
  as the campaign matures. 
  The players are the crew aboard a starship that is 
  being sent to a star cluster called "The Lucanii 
  Drift". Their ship is the only Confederation Space 
  Fleet vessel assigned to the region. Its overall 
  mission is to explore the Lucanii Drift - to clear 
  planets for possible mining or colonisation, and to 
  render the area as safe as possible for 
  Confederation colonists and shipping. 
  The commander of the vessel should be a player 
  character. The commander will have orders to 
  cooperate with the Confederation civilian 
  authority in the Lucanii Drift (currently this is the 
  administrator of Starbase Keppler). 
  Fill out a complete crew roster for the ship. Slot 
  the player characters in as various departmental 
  heads. NPC characters aboard are initially 
  presumed to be 1st level officers and enlisted 
  personnel. 
  Crew Roster 
  Roll 1D20 for each crew member's race: 
  1-5 
  6-7 
  8-9 
  10 
  11-12 
  13-14 
  15-16 
  17 
  18 
  19 
  20 
  Human 
  Gorrian 
  Entirrian 
  Hykhot 
  Rigellian 
  Daelan 
  Tauran 
  Felician 
  Andromedan 
  Pleiadian. 
  Driped. 
  An NPC character that might make a useful 2nd in 
  Command is provided at the back of this book. 
  I suggest that the players might survive best if 
  they are given a destroyer-class vessel from the 
  outset. The ship might in fact have had a captain 
  of a higher rank than the starting player 
  characters. The umpire might try running an 
  introductory scenario in which the ship's captain 
  ends up as a casualty, leaving the ship in the hands 
  of the relatively inexperienced PC's. 
  Instead of giving characters a different ship as 
  they gain experience, it might be more fun to 
  actually upgrade their own vessel. That way the 
  ship remains in play as a 'character' in your game. 
  See the chapter on the CSF KELLERMANN at the 
  back of this book for ideas. 
  * 
  
  New Character Races 
  The Lucanii Drift 
  0 
  Section 2: 
  New Character Races 
  Fclician 
  Requirements: None 
  Ability Adjustments: Dexterity+2 
  Skill Adjustments: Contact +1 
  Metabolism: Iron Based 
  The natives of the planet Zeta Inirie 3, the 
  Felicians are humanoid felines, quite similar to 
  the Terran house cat. In their own language, 
  they refer to themselves as "(Hiss) Sas'krr" 
  ("Those Who Pounce"). Their language is 
  difficult to speak for those races who lack the 
  ability to lilt, rumble and purr (such as Gorrians 
  and Taurans), and so the term "Felicians" has 
  come into general use. 
  The Felicians are an inquisitive race much 
  given to exploration. They have a slightly 
  lackadaisical attitude towards authority. 
  Felicians can become rather defensive of things 
  that they perceive of as their territory - which 
  might include their position in a crew, their ship, 
  or even an individual (such as their captain). 
  Their language makes use of a great many 
  polite phrases and circular remarks that are 
  designed to circumvent direct confrontation in 
  © 
  
  The Lucanii Drift 
  New Character Races 
  such matters. This carries over into their use of 
  other languages. The lilting, purring accents of 
  Felicians are quite pleasing to the humanoid 
  ear. 
  Felicians exhibit several different fur patterns 
  and colourations, each coming from different 
  regions of Zeta Inirie, the Felician home world. 
  There are sandy or dun coloured fur patterns, 
  black and white. Some have darkened snouts 
  and extremities, much like a terrestrial Siamese 
  cat. There are also Felician variants that are 
  spotted like jaguars or striped like tigers. 
  Felicians can drop onto all fours to run with an 
  extra burst of speed (+50%). They are natural 
  climbers, and are quite at home up in trees and 
  branches (+2 to climbing rolls). Felicians are 
  largely carnivorous, eating a variety of different 
  foods. 
  This species can become slightly 'stir crazy' if 
  they are kept in enclosed spaces (such as a 
  starship) without the chance to stretch their legs 
  at least every 30 days or so. Frustrated 
  Felicians can be short tempered (-2 to all 
  skill/Characteristic rolls, except for melee 
  combat rolls!). There is usually a rush of 
  Felicians volunteering for duty on most away 
  teams. 
  A player character Felician has a 5% chance of 
  being psionically active. Consult the main 
  "Starships and Spacemen" rules, Section 2, to 
  determine a random psychic power. 
  "f 
  Gntirran 
  Requirements: None 
  Ability Adjustments: None 
  Skill Adjustments: None 
  Metabolism: Iron Based 
  A humanoid race from the Orion sector of 
  Confederation space, the Entirrans are quite 
  human in appearance. Like humans, Entirrans 
  come in several different sub species. Dermal 
  colouration ranges from stark white to lavender 
  and even a sort of teal-blue. Their hair is usually 
  silver-white, though it can be streaked with 
  black or grey. 
  Entirrans are renowned for their passions: they 
  are artists and musicians, writers, warriors and 
  explorers. As such, Humans are extremely fond 
  of them, and Taurans find them almost 
  incomprehensible. 
  The antennae that grace Entirran skulls are 
  psionic sensors that detect psionic and 
  emotional radiation. Even the psionically 
  O 
  
  New Character Races 
  The Lucanii Drift 
  weakest Entirran can detect strong passions 
  and emotions (wild lust, a sudden blaze of pure 
  hatred etc). This ability only works at short 
  range (approximately 50 metres). The power is 
  also negated by force fields or electromagnetic 
  interference. 
  This psionic sense often extends into a vague 
  awareness of changing borderlines between 
  realities. Some Entirrans claim that they can 
  sense the lingering presence of dead souls. 
  Entirrans gain a +1 when rolling for initiative 
  and surprise vs living creatures, provided the 
  combat takes places are distances of 50 metres 
  or less. 
  Due to their ability to sense psionic and 
  emotional activity, Entirrans also gain a 
  beneficial +2 DRM to resist psionic powers. 
  5% of Entirran officers are psionically active. 
  They roll 1 random power from the following list: 
  1, 
  4 
  5 
  6 
  2, 3 Empathic 
  Empath 
  ESP 
  Empathic 
  healer 
  projection 
  o 
  New Psionic Power 
  Empathic healing: 
  Psi cost: 5 
  Duration: Permanent 
  Range: Touch 
  The character may concentrate upon a subject 
  and heal the patient's injuries, repairing 1D8+1 
  damage. A patient may only receive psionic 
  healing once per day. Psionic healing can be 
  combined with the use of other healing tools. 
  Psionic healers cannot heal themselves! 
  A character with this power may also help to 
  sustain the victims of disease. By draining 1D3 
  hit points from themselves, they may give 
  another character a +2 to a saving throw 
  against a disease, or delay deleterious effects 
  of the disease by a single day. 
  When used to assist a victim of poisoning, this 
  power grants the victim a second saving throw 
  attempt, provided the psionic healer can reach 
  the victim within 5 turns of the character's initial 
  save. Assisting another character in this way 
  costs the healer 1D6 hit points of damage. A 
  character with this skill may also attempt to 
  assist in thawing characters that have been 
  cryogenically stored. By taking 2D6 of damage, 
  the psionic healer gains a 50% chance of 
  negating the permanent constitution loss 
  normally suffered by the frozen patient. 
  
  The Lucanii Drift 
  New Character Races 
  Pleiadian 
  Requirements: None 
  Ability Adjustments: Charisma +2 
  Skill Adjustments: Contact +1, Technical -1 
  Metabolism: Copper Based 
  A small scatter of worlds in the Pleiades sector 
  is home to a race of swashbuckling green-
  skinned humanoids. Treaty establishment of the 
  borders between Zangid and Confederation 
  space have also assured the neutrality of the 
  Pleiades worlds. The Pleiadians are therefore 
  free to send the occasional trading mission into 
  Zangid space. They also range the 
  Confederation space lanes - ostensibly as 
  traders, but often as smugglers and pirates! 
  A certain number of these people have come 
  under Confederation protection - lost colonies 
  and refugees from various clan wars. A few of 
  the Pleiadians born as Confederation citizens 
  have begun to join Space Fleet. 
  Pleiadian skin is bright green, and their hair 
  tends to be shades of orange, red, green or 
  black. Their eyes are often a very pleasing 
  shade of bronze or gold. Pleiadians are often 
  extremely attractive - easy going, seductive 
  and outgoing. They have little patience for 
  careful study of the sciences and technical 
  manuals, and are mostly renowned as pirates, 
  smugglers, tricksters and traders. 
  The skill and seductive prowess of Pleiadian 
  dancing girls is renowned across the galaxy-
  although their affections can sometimes be 
  dangerous! 
  Pleiadians player characters have a 5% chance 
  of being psionically active. Consult the main 
  "Starships and Spacemen" rules, Section 2, to 
  determine a random psychic power. 
  •O 
  
  Additional Rules 
  The Lucanii Drift 
  ^P Section 3: Additional Rules 
  "Kirking" 
  There comes a time in many adventures of this 
  genre when a player character must sway the 
  emotions of an NPC in order to win the day. 
  Player characters will find that their best 
  survival option is romance aliens, or persuade 
  locals of the benefits of such Confederation 
  virtues as love, fair play and honour. 
  Use the Alien Disposition Chart on page 25 of 
  the S&S 2nd Ed rules to determine the initial 
  response of the persons being approached. 
  Appropriate role playing will allow further 
  subsequent rolls - although bear in mind that 
  increasing the level of tension usually comes 
  with dire results (eg: the player character may 
  be petulantly tossed into a gladiatorial pit!) 
  While "Contact" skill can be useful for many 
  initial encounters with aliens, it is not brought to 
  bear on these later 'persuasion' rolls. Kirking is 
  done through pure charisma! 
  Always role play these events. Never reduce 
  them to a mere skill roll. 
  Unarmed Combat 
  Fisticuffs seems to fit this genre oh-so-well. 
  Remember that unarmed combat delivers 1D2 
  damage. 
  Space Fleet officers are trained in martial arts 
  combat which includes disarming techniques. 
  Rather than making a damage roll, the striking 
  character may elect to strike to disarm an 
  opponent. This is performed by making a 
  dexterity roll. Usually the weapon is simply 
  wrenched away and discarded, but if the roll is 
  made by 4 points or more, then the striking 
  character takes possession of the weapon and 
  may use it in subsequent melee turns. 
  Knock-Outs 
  From time to time, this genre seems to mandate 
  knocking out guards or catching a blighter 
  unawares! 
  If a humanoid character is struck with surprise 
  by an unarmed blow, they must save vs stun or 
  be knocked unconscious for 2D6 rounds. 
  Striking a character with a club is more efficient. 
  The victim takes a -2 on their saving throw. 
  Additional Skills for 
  Characters 
  Just for some additional character colour, have 
  player characters pick some sort of "side-
  interest" skills. 2 skills per character! 
  Treat these as "secondary skills" that the player 
  characters can use and enjoy at need (or they 
  might perhaps give a +1 to various skill rolls). 
  ^mi 
  
  The Lucanii Drift 
  Additional Rules 
  ^ 
  
  Additional Rules 
  The Lucanii Drift 
  Example skills might include: 
  Archaic melee weapons* 
  Artistic expression (Specify type: e.g. music, dance, painting, drag acts...) 
  Botany and plant husbandry 
  Carousing 
  Culinary arts (Specify: cooking, home brewing, live food breeding etc) 
  Culture (literature, ethics, societies etc) 
  Gaming 
  History 
  Languages (Speak one alien language well!) 
  Pets and animal care 
  Sports 
  Streetwise 
  Trivia (Specify: ancient magics, porcelain cats, Loony Toons cartoons, etc) 
  Vehicles (Specify: horses, sailing, old air vehicles etc) 
  ''For characters with a primary or secondary combat skill, add -1 to their armour when using such a weapon. 
  Planetary Bombardment 
  Random Encounters 
  Ship's beam weapons can fire onto a planet 
  (otherwise the Zangids couldn't threaten 
  planetary surface targets.) They're city killers! 
  Likewise - Ion torpedoes should have their 
  effects upon a planet significantly reduced. You 
  won't actually blow up a planet, but you will 
  slam a few gigatonnes of damage into the 
  place! 
  Torpedo Tubes 
  Confederation ships can launch a maximum 
  number of ion torpedoes per turn equal to their 
  number of beam banks (although frigates have 
  two torpedo tubes, just for some added punch). 
  To give the campaign more of a focus on 
  exploration, people and missions, random 
  encounters in galactic space should be de-
  emphasised. See below! 
  Repairs 
  Engineering crew can make repairs once for 
  each encounter's worth of damage that the ship 
  sustains (rather than only once between visits 
  to a starbase). 
  Additional repairs can sometimes be made if a 
  source of warp crystals, rare earths or valuable 
  rare metals can be found. Allow an extra 5-10 
  points of damage to be repaired if appropriate 
  science and tech rolls can be made. This sort of 
  jury rigging can only normally be done once 
  between starbase visits. 
  O 
  
  The Lucanii Drift 
  Additional Rules 
  Hit Points 
  We favour giving characters maximum hit 
  points at first level! 
  Characters can also go down to -5 HP without 
  needing to be cryogenically frozen. If a 
  character can be gotten to med bay while still 
  within 0 to -5 hit points, and can be healed to 
  positive hit points within one day, then they can 
  remain unfrozen and heal in the usual way. 
  A character that reaches negative hit points will 
  lose an extra 1 point per round until stabilised 
  by first aid. 
  Starship Speeds 
  The optimum speed (power wise) is warp 4. 
  Each hyperwarp factor over 4 costs an 
  additional 5 points of energy (so a ship moving 
  at hyperwarp 6 pays 10 extra power points) 
  Ships that move at warp 8 begin to take 
  damage. The engineer must make a tech skill 
  roll, otherwise the ship will take 1D10 PPB in 
  damage per day of travel. 
  ihip Crews 
  I have slightly increased the number of crew 
  aboard ships. Frigates have 20 crew, 
  Destroyers 32 and cruisers 60. This is to allow 
  three rotating shifts of crew attending to the 
  helms, weapons, engines etc! 
  Alternative Ship 
  Combat System 
  While swift, simple starship combats are useful, 
  there might come times when the Star Master 
  wants to get the player characters more 
  personally involved in the action. This system is 
  offered a supplement to the basic combat 
  system in the S&S 2nd Edition rules. 
  Seven different "Battle Stations" must be 
  controlled by characters during a starship 
  combat. 
  Medical 
  Captain 
  Science 
  Engineering 
  Communications 
  Helm 
  Fire Control 
  An enemy vessel is assumed to have similar 
  stations of its own. However, most enemy 
  vessels can be abstracted and use the basic 
  'ship skill' system from the S&S 2nd Ed rules. 
  During a combat turn, each ship will roll skill 
  tests for the characters in charge of each 
  station. If the test is successful, then that station 
  produced an effect that contributes to the ship's 
  fighting power for the turn. These checks are 
  made in the following sequence for each ship: 
  1) Roll for the medical officer (if the ship has 
  taken 25 PPB of damage or more) 
  2) Roll for the captain. 
  3) Roll for engineering. 
  4) Roll for communications 
  5) Roll for helm 
  6) Roll for all fire from the ship's weapons 
  7) Science officer checks for effect of screens 
  vs all incoming fire. 
  O 
  
  Additional Rules 
  The Lucanii Drift 
  Medical 
  Roll for this first! 
  Once a ship takes 25 PPB or more of damage, 
  then casualties start to occur. 
  The medical officer must help his team treat 
  casualties. If this task is handled (science skill 
  roll made), then the ship continues to 
  operateproperly. If the roll is failed, then morale 
  drops and chaos reigns: all other skill rolls for 
  other characters are made with a penalty of -2. 
  Captain 
  The captain's roll is made by rolling their 
  charisma or less on 1D20. The captain may use 
  a successful roll to do one of the following 
  actions: 
  • Assist one other character (add +2 to the 
  character's skill rolls this turn) 
  • Seize initiative (if enemy captain's roll is 
  beaten by 5 points). This allows the vessel with 
  the initiative to perform all fire first, before the 
  enemy can act. 
  Engineer 
  The engineer's skill roll can be used for one of 
  the following effects: 
  • They can find 'free' energy to arm one weapon 
  (beam bank or torpedo). Once only! 
  • One volley of torpedoes can be 'overloaded' to 
  each do +10 damage. 
  • They can push the engines, allowing the ship 
  a +1 to its evasion roll. 
  • The engineer can also command damage 
  control parties and repair 5 PPB damage to the 
  ship. 
  ^mi 
  
  The Lucanii Drift 
  Additional Rules 
  Communications 
  The communications officer makes a contested 
  roll against the communications officer upon the 
  other ship. The successful communications 
  officer my perform one of the following actions. 
  • Signal another vessel. 
  • Interfere with enemy sensors (penalise enemy 
  by -1 to hit). 
  • Block enemy internal communications 
  (prevents use of damage control parties and 
  gives enemy medics, engineer and captain a -2 
  on their skill rolls next turn), 
  Helm 
  The helm operator guides the ship. They elect 
  to change the range. The helmsman also 
  handles all rolls for escape and pursuit. 
  Alternatively, the helmsman may make evasive 
  manoeuvers. A successful skill roll penalises 
  enemy weapons fire by a -2 DRM. 
  In addition to rolling the usual dice for deflector 
  shields, the Science Officer may make a skill 
  roll. On a successful roll, incoming damage that 
  strikes the screens is reduced by a further 10% 
  Checking for Casualties 
  While we do not want player characters to be 
  suddenly blown out into space, starship combat 
  should be made dangerous and thrilling! 
  When the ship suffers 50 or more points of 
  damage to its PPB in a single round, have each 
  player character aboard the vessel make a 
  save vs death. Any characters that fail their 
  saving throw takes 1D6 damage per character 
  level. 
  Charisma modifiers are added to the 
  characters' saving rolls. 
  Any character that takes this damage is unable 
  to man their station for the next 1D3 turns. 
  Weapons 
  All weapons are fired by the fire control officer. 
  Replace the "Ship Skill" with the combat skill of 
  the fire control officer. Use the character's full 
  skill rating for the shortest range band, reducing 
  the number by one for each step further out, as 
  detailed in SS 2nd Ed, P 49. 
  Afire control officer still adds +2 to his roll (as 
  detailed in the Starships & Spacemen rules). 
  Science 
  The science station handles deflector shields 
  and protection against incoming attacks. 
  Destroyed Ships 
  Remember - the point of the game is more to 
  have fun than rack up 'total party kills'. 
  If the player characters' ship is 'destroyed' while 
  in proximity to a planet, consider allowing the 
  shattered saucer to re-enter and crash land. 
  Have the player characters all save vs death to 
  avoid injuries in the crash. 
  You can then end up with injured characters lost 
  on a weird alien world - trying to survive and 
  trying to find a way to return back to civilisation. 
  Much more fun than a row of memorial stars on 
  a wall back at Space Fleet HQ! 
  O 
  
  Additional Rules 
  The Lucanii Drift 
  Bar Room Brawls! 
  Brawls at the starport bar are a world apart from 
  grim fist battles to the death. 
  4 - Crash through tables 
  A successful strike staggers your opponent 
  backwards through several tables. They lose 
  their next action. 
  Damage 1D2 
  Everyone involved in a barroom brawl gains 30 
  XP at the brawl's start, (this explains why so 
  many people seem to pile into these damned 
  things!) 
  Every successful KO in a bar room brawl earns 
  the attacker 20 XP 
  All damage is 'stun damage', and is essentially 
  non lethal. 
  Instead of just making a roll to hit and dealing 
  unarmed combat damage, have each 
  combatant roll on the chart below before 
  making their strike. This will yield a cinematic 
  effect, damage, and possible XP bonuses. 
  5 - Annoyed bar girl leaps on board 
  A dancer or barfly leaps onto the character's 
  back and begins wildly kicking at them and 
  bashing them about the ears. The character 
  suffers a -4 to their defence while the girls is 
  attached to their back. 
  Removing the girl takes a combat action. The 
  character must save vs stun in order to shake 
  off the girl. The girl can be hurtled as a missile, 
  dealing 1D4 damage to a target. 
  5 XP bonus if the thrown girl hits a target! 
  6 - Opportunistic bystander cuts in 
  The character is suddenly attacked by a 
  bystander or unseen opponent who bashes 
  them across the head for 1D3 damage. 
  R0II1D12 
  1 - Bar slide! 
  If a successful hit is made, your target is hurtled 
  and slides along the entire length of the b a r -
  smashing through drinks, bowls of beer nuts 
  and tubs of gagh. They have to save vs stun, or 
  they are KO for the rest of the fight. 
  Damage 1D3 
  10 XP bonus. 
  2 - Table leap 
  You character launches themselves at a knot of 
  enemies. A successful hit causes damage to 
  1D2+1 other characters. A failed attack causes 
  the leaping character to take 1D3 damage. 
  Damage 1D4 (to 1D2+1 targets) 
  5 XP bonus 
  7 - Drink in face 
  The target is hit with a facefull of beer! Lower 
  the target's defence by 4 for 1 turn, and then roll 
  again on this chart for your attack! 
  8 - Mistaken identity 
  Hit a friend instead of a foe. 
  Damage 1D2 
  9 - The ol' one-two 
  Make 2 attack rolls against the target. Each 
  attack will deal 1D3 damage. 
  10 - Break a pitcher over his head 
  The target must save vs stun or be KO for the 
  rest of the brawl. 
  Damage 1D4 
  3 - Chair break 
  You bust a chair over your opponent. 
  Damage 1D6 
  ^mi 
  11 - Steal some drinks! 
  No attack, but gain 10 XP and recover 1D6 
  stun damage. 
  
  The Lucanii Drift 
  Additional Rules 
  12 - Haymaker 
  This mighty punch causes your opponent to 
  stagger about in shock and lose their next 
  action. 
  Damage 1D3 
  5 XP bonus 
  New Equipment 
  Field Kit 
  This package of material fits into a backpack 
  and belt. It is issued to teams that are expecting 
  to have to survive in wilderness conditions - or 
  who fear that they might be forced to do so. 
  Several field kits are always stowed inside 
  shuttles for use in emergencies. Otherwise, field 
  kits can be issued to characters from ship's 
  stores, counting as 1 item of equipment. 
  The field kit contains a water filter capable of 
  distilling water out of ambient moisture in the 
  air, or filtering drinkable water from wet foliage, 
  mud etc. The water is passed through a 
  steriliser to remove all possible contamination. 
  The kit contains a months' worth of food 
  concentrate tablets (yech!), a thermal blanket, a 
  solar power collector, a small shelter, fire 
  making equipment, a radio beacon, flares, cord, 
  a utility knife, a length of flexible saw blade, and 
  a small analyser that can scan potential plants 
  and foodstuffs for poisons and their edibility. 
  There is a small first aid kit that allows some 
  wound treatment (1D2 of healing to any given 
  wound). There is also a hard copy of the Space 
  O 
  
  Additional Rules 
  The Lucanii Drift 
  Fleet survival manual, complete with burial 
  services in eleven different languages (just in 
  case). 
  "S~TypG" Robot Dog 
  The "S" dog is a robot dog variant that can be 
  used by science staff. It counts as 3 units of 
  equipment, and can be issued to any 
  characters from the science branch. S dogs are 
  often issues for scout/analysis missions, and 
  are also commonly used in search and rescue. 
  Each "S" dog comes equipped with a pair of 
  stun guns. Both the "R" type (technical service) 
  and "S-type" robot dogs are equipped for EVA 
  missions, with magnetic feet and clip-on mounts 
  for EVA impeller drives. "S" dogs contain an 
  auto analyser that links to data recorders, and 
  to any auto analysers that have been linked to 
  the dog's sensor array. 
  An alternative version, the 'rescue dog' or 'med 
  dog' drops the auto-analyser, and instead has a 
  full medi-kit, which it uses with bonuses as if it 
  is a 'Scientific Enlisted Man'. All rolls with medi-
  kit and analyser are made with a skill of 13. 
  S-Type Robot Dog 
  Movement: 180 (60) 
  Hits: 2D8 
  Armour: -2 
  Combat skill: 13 
  Saves: 12 
  Attacks: 2 (stun beams) or 1 (bite) 
  Damage: Stun*, or2D4 (bite) 
  Morale: NA 
  *Roll 1D6 for each stunner that hits its target. 
  On a 1 or 2, it deals no damage. On a -5, it 
  deals 1D6 damage, and on a 6, it deals 2D6 
  damage. In addition, any creature hit by a stun 
  gun must save vs stun or fall unconscious for 
  2D4 turns. 
  Schlep DisK 
  These metre wide discs use repulsor fields to 
  levitate above the ground. They are capable of 
  being set to float at anything from 1 CM to 6 
  metres above ground. Their primary purpose is 
  for carrying heavy loads, and so are often used 
  by away teams to transport mineral samples, 
  caged bio specimens and supplies. The unit 
  can propel itself forward at speeds of up to 20 
  KPH, and can be slaved to one particular 
  character via a signal emitter fitted to the 
  character's belt. The disc will then follow that 
  character's exact path, keeping a distance of 
  about 2 to 3 metres. 
  A schlep disc takes up one space on a 
  teleporter pad. It does not count as an 
  equipment issue to any character in particular-
  a ship will have several of these discs for use in 
  portage and engineering. 
  Probes 
  Confederation starships are equipped with 
  science probes, which can be used to take 
  detailed sensor readings in areas that might be 
  of risk to the ship itself. Probes can send back 
  real-time sensor data from distances of up to 
  2,000,000 kilometres. They can be directed 
  along a simple course, but lack the power 
  reserves to perform complex course reversals 
  and evasive action. 
  Probes are fired from the ship's ion torpedo 
  ports. A destroyer sized vessel will usually carry 
  two probes in addition to its usual ion torpedo 
  load. 
  ^mi 
  
  The Lucanii Drift 
  Additional Rules 
  J^m 
  
  The Drift 
  The Lucanii Drift 
  0 
  Section 4: The Drift 
  Thg Lucanii Drift 
  The Lucanii Drift is a formation of stars that are 
  somewhat above the main spiral arm of the 
  galaxy. A gulf of 400 light years separates the 
  Lucanii Drift from the main body of known 
  space. The Lucanii Drift is home to pulsars, and 
  to two remarkable nebulas. 
  Little is known about the star systems of the 
  drift. Confederation ships have explored the 
  southern part of the Lucanii Nu Sector. Some 
  important warp crystal deposits of unusual 
  purity immediately drew Confederation interest. 
  Four small colonies have just been established 
  in Lucanii Nu. A small starbase has been 
  established to service incoming mining ships, 
  and to support exploration of the region. 
  ^pi 
  
  The Lucanii Drift 
  The Drift 
  Beyond the colonies - very little is known of the 
  mysteries of the Lucanii Drift. This is all new 
  territory for the player characters to explore. 
  The Lucanii Drift is presented here as a 
  "Quadrant" - a group of interlinked Star 
  Sectors. This book holds the key central section 
  of the Lucanii Drift. Umpires should feel free to 
  build the region out and add additional maps 
  and quadrants at need. 
  these stars and passes through three isolated 
  star systems that are spaced throughout the 
  void. Each of these systems has been 
  "colonised". The systems each have a small 
  signals post that guards a store of emergency 
  supplies, spare parts and food. Typically they 
  have a 3 or 4 man crew, with maybe a robot 
  dog or a Denebian hyper-parrot for company. 
  The tiny crews are desperately eager for 
  visitors! 
  The Corridor 
  The gulf between the Lucanii Drift and the main 
  galactic arm is a wide expanse indeed - a 
  space some 400 light years wide. At hyperwarp 
  4, this makes for a 100 day journey. Military 
  ships tend to traverse the zone at warp 6 and 7, 
  with an average passage rate of 63 days 
  (allowing for 1 day stopovers at three vital 
  waypoints). 
  It is a long, tedious journey, devoid of other 
  vessels, clouds and wandering space ameobas. 
  Hyperspace distortions makes this a very rough 
  ride, and bridge crews need to be constantly 
  fighting the sudden tides and wrenching swells. 
  It is vital that passing traffic halt at these way 
  points and recalibrate their drives. Any vessel 
  that bypasses one of these three waypoints has 
  a 25% chance of developing drive instabilities. 
  These instabilities double the power cost of 
  hyperwarp travel. 
  The three way stations are: 
  Starbase Anterra 
  The 'last outpost' of Confederation space: 
  departure point for vessels leaving for the 
  Lucanii Drift. This is a well outfitted starbase 
  close to several frontier shipping lanes. There 
  are usually 1D3-1 Federation warships within 
  call. Zangid space lies close nearby. 
  At the end of this long haul, engine crystals 
  need to be realigned, and power pods serviced. 
  Putting in at a starbase is essential. On the 
  Lucanii Nu end of the Corridor, there is 
  Starbase Kelvin. Back in Confederation space, 
  there is Starbase Anterra. There are no pubs 
  anywhere inbetween... 
  There are a number of very dangerous pulsars 
  in the region of space that surrounds the 
  'corridor'. These stars cause damage to any 
  vessels attempting to travel at hyperwarp 
  speeds in their general vicinity. The 
  Confederation has pioneered a path that avoids 
  Marco Alpha 7 
  101 light years from Starbase Anterra. 
  This signal post is on a lifeless type N planet -
  a huge ball of carbon dioxide and water ice. 
  Bifrost 
  98 Light years from Marco Alpha 7, 
  "Bifrost" is a class H world. The wildlife on this 
  world is large and incredibly violent. The base 
  crews on Bifrost live in a state of virtual siege! 
  Bifrost has a sun that actually rotates about a 
  singularity. There are tremendous tidal forces 
  near the sun (ships entering combat near the 
  O 
  
  The Drift 
  The Lucanii Drift 
  sun must make a successful Science roll or 
  take 1D20 points of damage from tidal stress). 
  Marco Epsilon 3 
  96 light years form Bifrost 
  112 light years from Starbase Keppler in the 
  Lucanii Drift. 
  Marco Epsilon 3 is a class "E' moon in orbit 
  about a class M gas giant. The moon has an 
  atmosphere that is heavy with sulphides, 
  requiring breathing masks. Several strange 
  slime creatures and algae species have 
  developed on the moon. None of them make 
  good dinner guests. 
  The Stars Beyond 
  Beyond these maps, the star cluster continues. 
  Umpires should feel free to make new sectors 
  to their heart's content. The Lucanii Drift 
  quadrant presented in this book is only the 
  gateway to a wealth of new space to explore. 
  vacuum, simply evacuating the air out of hull 
  segments has proved a poor method of pest 
  control!) 
  The base is well armed (the equivalent of a 
  Cruiser), and does have proper repair and 
  medical facilities. But its recreation facilities are 
  limited at best! It has a swimming pool, a "park' 
  filled with plants and a gym - and corridor 12C 
  has been retrofitted into a bowling alley. Still - it 
  makes a change from being cooped up on a 
  starship! 
  Resupply of player's starships can be difficult. 
  Supply ships come in only every couple of 
  months - usually carrying 2D6 ion torpedoes for 
  resupply purposes. 
  The main attraction of the starbase is "MeLiSol" 
  ("Medical Liquids and Solvents"), a bar run by a 
  happy-go-lucky Entirran. Everyone who visits 
  the starbase gravitates to the bar eventually, 
  and it is the defacto 'head office' for business on 
  the station. 
  Starbase happier 
  Welcome to Lucanii Nu sector! 
  The Confederation star base in the Lucanii Drift 
  is Starbase Keppler- a bold experiment in 
  recycling! The starbase was built about a huge 
  alien hull that was found floating in this section 
  of space. It has been modified with the addition 
  of some extensions and facilities cannibalised 
  from damaged merchant ships. 
  Starbase Keppler is the most unglamorous 
  locale imaginable, with much of the place jury 
  rigged and filled with temporary modifications. 
  There is also an infestation of Jurellian bugmice 
  (since bugmice can survive periods of hard 
  Traffic at the Starbase 
  Whenever the player's ship docks at the 
  starbase, umpires can check to see what 
  general traffic or events are currently in play. 
  1 -A battered supply ship, just arrived from the 
  Confederation. Brings new equipment and 
  supplies, but also possibly good/bad news from 
  home or weird new orders. 
  2 - Prospectors, just arrived from 
  Confederation. Rough folks - possibly trouble! 
  They want to head off and prospect. 
  3 -A badly damaged supply ship is in dock, 
  having taken engine damage while traversing 
  the 'corridor'. Repair facilities are currently 
  overbooked. The ship also had to eject its 
  supplies out in deep space, so ships can only 
  ^ » i 
  
  The Lucanii Drift 
  The Drift 
  be restocked with basic ration pastes and pills -
  no fresh food! 
  Alternatively - A vital shipment of medicine is 
  needed on colony 1, 2, 3 or 4. The player ship 
  must find the medicine amongst the ejected 
  supplies, and race it to the sick colonists. 
  4 - A small ship has arrived from colony 1,2,3 
  or 4 bringing in ores to be transhipped back 
  home to the Confederation. The ship's crew are 
  keen to party! (females beware - and stand by 
  for barroom brawls!) 
  5 - No other visitors. The bar and shop keepers 
  are very pleased to see the player characters 
  arrive! 
  possibly - a plague has been brought here 
  froma ship from one of the colonies. Cure the 
  plague, and find the carrier before they can take 
  the disease back to the Confederation. 
  Local Characters 
  Overall, the station has a crew of about 50 
  people - staff, maintenance personnel, weapon 
  and sensor crews, medical teams, and 
  shipwrights. There are only 6 security personnel 
  on board. The following characters will be 
  amongst the most frequently encountered. Star 
  Masters should feel free to flesh out the local 
  crew with personalities of their own design. 
  6 - Local crisis! Administrator Wellard wants 
  assistance! 
  The bugmice have reached plague proportions, 
  or a vital element/mineral is needed. Or 
  J^m 
  
  The Drift 
  The Lucanii Drift 
  Administrator Wellard 
  Human (male) 
  Level 4 Administrator 
  Strength: 9 
  Constitution: 12 
  Dexterity: 10 
  Intelligence: 14 
  Charisma: 9 
  Psionic Potential: 10 
  Melee damage/attack mods: 0 
  Missile attack bonus: 0 
  Defence modifier: 0 
  Initiative mod: 0 
  Hit Points: 14 
  Skill ratings: Combat 12, Contact 16, Science 13, 
  Technical 13, Other 9 
  Wellard is a somewhat nervous, fussy man who 
  is trying to make the best of a difficult posting! 
  Outwardly friendly, he is decidedly a worrywart. 
  He has been 'fast talked' into allowing the 
  irregularities of the MeLiSol bar, and has let 
  several other 'irregularities' arise, all in the 
  interests of somehow making this damned 
  place work! 
  The administrator is rather harassed by the lack 
  of staff and resources at his command, and is 
  constantly kept on the run by little disasters that 
  strike one after another. Wellard is an officer of 
  the Colonial Service, and not a Space Fleet 
  officer. He will defer all military decisions to the 
  commander of the senior Space Fleet vessel in 
  the vicinity. Wellard will, however, try to insist 
  that he is the highest authority in the region for 
  matters of diplomacy and government. 
  Darrem - Head of Security 
  Rigellian (female) 
  Level 3 (Military) 
  Strength: 14 
  Constitution: 16 
  Dexterity: 10 
  Intelligence: 8 
  Charisma: 6 
  Psionic Potential: 8 
  Melee damage/attack mods: +1 
  Missile attack bonus: 0 
  Defence modifier: 0 
  Initiative mod: 0 
  Hit Points: 20 
  Skill ratings: Combat 15, Contact 8, Science 9, 
  Technical 8, Other 8 
  Unsmiling, ill-humoured and impatient, Darrem 
  is responsible for everything from defending the 
  base from enemy boarders to ending bar room 
  brawls. Darrem feels a strange tolerance for the 
  bar and its rather tenuous adherence to 
  regulations - all due to Empathic Projection 
  used against her by Waka'biizi, the owner of the 
  bar. 
  Darrem is a collector of melee weapons, and 
  has a deep interest in knives, swords and 
  spears. She can always be drawn into 
  conversations about archaic melee weaponry, 
  and will be interested in acquiring interesting 
  new weapons. 
  ^9ti 
  
  The Lucanii Drift 
  The Drift 
  Darrem is woefully understaffed, with only 5 
  security personnel under her command. If 
  multiple ships arrive and traffic at the bar 
  increases, then the security staff are often 
  quickly overwhelmed and response times 
  become far, far slower. 
  Golmak - Repair dock chief 
  Dr/ped (male) 
  Level 2 (Technical) 
  Strength: 7 
  Constitution: 12 
  Dexterity: 15 
  Intelligence: 13 
  Charisma: 7 
  Psionic Potential: 9 
  Melee damage/attack mods: -1 
  Missile attack bonus: +1 
  Defence modifier: -1 
  Initiative mod: +1 
  Hit Points: 9 
  Skill ratings: Combat 9, Contact 9, Science 11, 
  Technical 15, Other 7 
  Weirdly outgoing and very chatty, Golmak is 
  always happy to see starship crew. He praises 
  the good points of starship designs, and makes 
  light of their failings. 
  Golmak hates anyone to feel bad. He will thus 
  always assure captains that the damage on 
  their ships is not too bad - that all is well. He 
  will over-estimate the time required for repairs 
  so that he can then please people by finishing 
  repairs earlier than expected. 
  Golmak can sometimes go a bit too far with his 
  'repairs'. Many a ship has been in his care and 
  then set forth on a long voyage, only to discover 
  that the elevators aboard their ships now play 
  horribly discordant Driped 'mating warble" 
  musak, and that the captain's personal toilet in 
  his cabin has been reconfigured for Driped 
  physiology. 
  O 
  
  The Drift 
  The Lucanii Drift 
  MeLiSol Bar 
  Starbase Keppler boasts a rather amazing 
  shady bar. It is weird, busy, dingy and oddly 
  comfortable. Even the bugmice seem to behave 
  and keep well out of sight! 
  Everything on the bar's list of stock has a 
  legitimate reasons to be sold. Videni ale is sold 
  as a cleaning fluid used for removal of mould 
  spores from upholstery, and the ferocious 
  Gorran Gargleblaster is supposedly used as a 
  cure for Kormanian stomach flukes. 
  On most starbases, the bar is heavily regulated. 
  Space Fleet rules state that the intoxicating 
  element of beverages must be under certain 
  limits. "Space Fleet Strength" beer is legendary 
  across the galaxy for being sheer watery swill, 
  and the sale of stronger drinks is limited to a 
  maximum of 3 per customer over a 6 hour 
  period. 
  The "MeLiSol" bar sidesteps these regulations. 
  Technically, the bar is a dispensary for "Medical 
  Liquids and Solvents" (explaining the bar's 
  rather odd name). The proprietor can show 
  licenses allowing them to dispense these 
  essential supplies. 
  It makes no matter to the proprietor that 
  customers drink these liquids! The 'end use' is 
  not her problem! She had placed a warning 
  notice stating that inappropriate imbibing of 
  dangerous liquids can be cause for health 
  concerns - and therefore her duty of care is 
  done! 
  MeLiSol boasts a merry barkeep, a VERY 
  stunning Pleiadian dancer, mind-wrenching 
  drinks, and exotic home cooked food that is 
  largely devoid of bugmice. Most business and 
  socialising on the station will end up being done 
  here at the bar. 
  Waka'biizi - the Barkeep 
  Entirran (female) 
  Level 4 (Rogue) 
  Strength: 9 
  Constitution: 9 
  Dexterity: 14 
  Intelligence: n 
  Charisma: 17 
  Psionic Potential: 10 
  Melee damage/attack mods: 0 
  Missile attack bonus: +1 
  Defence modifier: -1 
  Initiative mod: +1 
  Hit Points: 16 
  Skill ratings: Combat 10, Contact 19, Other 9 
  Psionic powers: Empathic projection 
  Happy, outgoing - and packing a hefty stun gun 
  beneath the bar, Waka'biizi is the charismatic 
  and rather dodgy owner of the bar. She serves 
  ^pi 
  
  The Lucanii Drift 
  The Drift 
  drinks, and passes food orders back to a violet 
  Driped assistant out the back who cooks 
  everything with an extra dash of hot spice. 
  This character will use her Empathic projection 
  ability to try and smooth over potential bar fights 
  (or to trigger one off if she ever needs cover for 
  something!). She keeps the Administrator and 
  Security chief under a light radiation of positive 
  feelings whenever they visit. 
  Waka'biizi witnessed an Entirran Ambassador 
  murder another nobleman, using some 
  underworld 'muscle' to do the hit. The 
  Ambassador saw Waka'biizi - and has been 
  trying to kill her ever since to ensure her 
  silence. Unfortunately, the murderers used 
  Wakai'biizi's dagger to perform the killing, and 
  her fingerprints and a history of 'lover's tiffs' 
  between Waka'biizi and the victim make her the 
  prime suspect in the murder. 
  Waka'biizi fled to the furthest ends of the galaxy 
  (here!) and has been hiding ever since under a 
  false ID. 
  Waka'biizi is a popular and colourful figure here 
  at the station. As such - she might eventually 
  draw player characters into the intrigue -
  possibly having to hide her from gangsters or 
  police aboard ship or disguising her as a 
  crewman and taking her out on a mission. The 
  players might have to help prove her 
  innocence. (Hmm - the Ambassador might 
  even visit the area! And he is a keen hunter. 
  And player characters might discover that he 
  always keeps film of his kills...) 
  The bar must be kept open! 
  The solvents must flow! 
  Mister Neek - shady trader 
  Human (male) 
  Level 2 (Rogue) 
  Strength: 14 
  Constitution: 8 
  Dexterity: 12 
  Intelligence: 13 
  Charisma: 10 
  Psionic Potential: 14 
  Melee damage/attack mods: +1 
  Missile attack bonus: 0 
  Defence modifier: 0 
  Initiative mod: 0 
  Hit Points: 6 
  Skill ratings: Combat 10, Contact 13, Other 7 
  Psionic powers: Hypnosis 
  You want it - Mister Neek can possibly get it. It 
  might be slightly shop soiled, or in a different 
  colour.... But this is the Lucanii Drift! What did 
  you expect? 
  O 
  
  The Drift 
  The Lucanii Drift 
  "Hey - you want Sarrian love potion? No no - ignore 
  'use by' date! That is just put there for show! So 
  they can fool inspector into thinking they throw 
  this one away - yes?" 
  She's spry, she's stunning - she's secretly a 
  spy working for the Zangids and Pleiadians. 
  What can I say? Shavira will get friendly with 
  star ship crew and find out as much intelligence 
  as she can. 
  Shavira - Dancing girl 
  Pleiadian (female) 
  Level 1 (Rogue) 
  Strength: 8 
  Constitution: 12 
  Dexterity: 16 
  Intelligence: 9 
  Charisma: 18 
  Psionic Potential: 17 
  Melee damage/attack mods: -1 
  Missile attack bonus: +2 
  Defence modifier: -2 
  Initiative mod: +2 
  Hit Points: 6 
  Skill ratings: Contact 15, Other 6 
  The bar plays host to a very talented green-
  skinned Pleiadian dancing girl. 
  Waking Up After a Binge... 
  Roll 1D10 
  1 - Walk of shame (You are naked! Try and 
  make it back to the ship) 
  2 - Sleep peacefully in park 
  3 - Wake-up in administrator's quarters 
  4 - Wake-up in head of security's quarters 
  5 - Character broadcasts drunken songs over 
  station's PA system. 
  6 - You now have a reptilian 
  girlfriend/boyfriend... 
  7 - Your hands and lips are grossly, absurdly 
  swollen! 
  9 -Aterrible dream about robotic spiders 
  crawling over you... 
  10 - Shut down all the garbage mashers! 
  Characters who do not managed to somehow 
  avoid the authorities etc may have to face 
  "Drunk and Disorderly" charges. Penalties 
  imposed might include -1 to the characters 
  equipment allowance for the up and coming 
  mission, extra duties etc. 
  Starbase Events and 
  Encounters! 
  Here are some events and missions that can 
  enrich the dull lives of your space farers. 
  So many adventures start out at a starbase bar! 
  Embrace them! 
  ^pi 
  
  The Lucanii Drift 
  The Drift 
  Roll 1D30 to generate some random life-
  complications! 
  1 - Ghost ship encountered! 
  An outgoing supply ship has just encountered 
  an incoming ship - but the vessel is not 
  answering hails. The ship is on course for the 
  starbase and will arrive in a day's time. 
  If investigated, the ship has been overrun by a 
  horrifying plague of sonic rats (S&S 2nd Ed, 
  P.65). The rats have killed the crew, and the 
  ship is on a collision course with the starbase. 
  The bridge is damaged. The warp engines must 
  be shut down to allow the ship to be halted and 
  then towed. 
  2 - Saboteur! 
  One of the repair crew is in the pay of the 
  Zangids. He sabotages a ship (A supply ship? 
  The player character's ship?) 
  3 - Salesman! 
  A wandering peddler at the bar has an 
  interesting item for sale. (Given the lack of a 
  money system in the basic game, this should 
  be swapped for a favour - such as a spare part, 
  information, use of the ship's computer, or 
  maybe even a date). 
  The item on offer is (roll 1D6): 
  1) A beautiful old sculpture that secretly holds the 
  brain scan of an alien life form, and will project this 
  into the owner as they sleep. 
  2) A knife that can cut through the hardest 
  duralinium. 
  3) Adorable pets (aww come on! What ship could 
  be complete without a parrot?) 
  4) A holo-dress. (Perfect gift for the ladies! Adds a 
  temporary +2 to visual charisma. Does not work 
  over physical clothing. Hey - how could this possibly 
  go wrong?). 
  5) An alien disruptor pistol. -1 to hit, but deals 2D8 
  damage. 
  6) A psi sensitive flowering plant. Reacts to the 
  presence of psychic powers and passing energy 
  beings. 
  4 - Disease 
  Someone passes a deadly disease on to one of 
  the crew. This will kick in sometime during the 
  up and coming mission, and it can only be 
  cured using obscure resources found here in 
  the Lucanii Drift (EG: Lucanii Theta 2-2). To 
  complicate matters, the carrier of the disease 
  was scheduled to get onto a ship returning 
  down 'the corridor'. The crew of that vessel 
  would be dead long before they could reach 
  aid! Overtaking that ship will take some real 
  flying! 
  5 - Mail order brides 
  A group of women have arrived - all hoping to 
  get transport out to Colony 2 to wed some of 
  the miners there. But the transport ship can't 
  take the ladies onward. Can they please hitch a 
  lift with the bold and shiny starship? 
  1) The ladies are actually claim jumpers who intend 
  to do away with the legitimate miners and take 
  over their operation. They have faked their ID well, 
  but one woman has a keepsake from Deneb 8, 
  where some miners mysteriously disappeared 2 
  years ago... 
  2) The gals are Zangid spies. They will wed the 
  miners, but intend to set up a secret signals 
  listening post and supply base for the Zangids. Their 
  'luggage' includes scanners and signal equipment 
  disguised inside mining machinery. 
  3) The ladies are exactly what they seem - and gosh 
  darn, but are they ever wholesome and polite! 
  4) The ladies are on the level, but a bit shifty (some 
  chequered backgrounds there). Unfortunately, one 
  of the crew has picked up a dose of "Dionian Fever" 
  - a virus that causes increased libido in males with 
  iron-based metabolisms (and makes copper-based 
  organisms feel listless). Males who have increased 
  libido caused by the fever will fight one another for 
  the attentions of females. Since the brides have 
  been flirtatious, they attract attention first - but 
  eventually female crew will also trigger fisticuffs 
  and brawls. 
  J^m 
  
  The Drift 
  The Lucanii Drift 
  6 - Package from home 
  Someone receives a strange package from 
  home. News of an arranged marriage? 
  Something that triggers an alien character's 
  hormones or rage? A dead body? Weird toys 
  and gee-gaws? Or maybe a cryptic, half-
  damaged message warning that someone on 
  your crew is not who they seem...? 
  7 - Secret orders 
  The ship is given sealed orders that are only to 
  be opened once the vessel is 10 light years out 
  from the starbase. 
  But why all the secrecy? 
  1) Test a new line of Al battle robots on a deserted 
  world. Carefully crated robots, technicians and a 
  (possibly insane) scientist will accompany the ship. 
  2) Conduct a sweep for a missing vessel that is 
  carrying a Space Fleet intelligence officer (but the 
  Zangids know he's out there too!) 
  3) The admiral's daughter and her creepy friends 
  have stolen a space yacht and are out in the Lucanii 
  Drift looking for a supposed 'planet of pleasure'. 
  Retrieve the spoiled brat with all decorum and 
  dispatch! Unfortunately, the admiral's daughter 
  collides with an evil derelict filled with decaying 
  deadly cyborgs - or perhaps lands on a planet 
  where crystals reflect your innermost desires, 
  keeping you lost in fantasy until you starve happily 
  to death (planet Lucanii Xi 3-3) 
  8 - Psychiatrist 
  The Confederation has sent a psychiatric 
  assessment officer to observe the crew under 
  stress. This nosey, interfering character will 
  accompany the next mission. The psychiatrist 
  will make notes on everyone's performance, 
  second guess everyone's decisions and 
  generally be a pain in the Jefferie's tubes. 
  9 - Old friend in the bar 
  A surprise for a player character as an old 
  acquaintance is encountered. 
  1) A fiance from an arranged marriage? (Maybe they 
  are engaged to someone else - causing a crisis if 
  Tauran mating instincts are somehow involved!) 
  2) Someone's kid brother has a brand new red shirt 
  and is about to join the starship crew? 
  3) An old flame of one of the crew - and she's keen 
  to get revenge by pinning a crime on the player 
  character (or perhaps now has an amulet that has 
  made them into a megalomaniac with psi powers, 
  and wants to use the crew as puppets!) 
  4) Or maybe it's someone who knew the barkeep in 
  the past (triggering a crisis). 
  10 - Stowaway 
  Someone stows away aboard ship! It could be 
  an orphan kid, or a slightly crazed scientist who 
  intends to divert the ship to a planet he believes 
  holds ancient secrets... Or it might be a 
  murderous alien predator that will hide in high 
  radiation areas, masked by sensors, and begin 
  hunting crew... 
  Or hell - maybe it's a fugitive who has come 
  aboard with false ID as a new replacement crew 
  member, and is not a Space Fleet member at 
  all! 
  11 - Court martial! 
  The death of someone aboard the station is 
  pinned upon a player character. It looks like an 
  open and shut case. The character has to 
  convince people of their innocence, prove that 
  the evidence is false and find the real culprit 
  before they are shipped off to the Confederation 
  for trial and imprisonment! (Insert your favourite 
  whodunit idea here! It could be a mimic - or 
  someone using 'hard power lines' to secretly 
  teleport within the station and kill their prey...) 
  12 - Overly pushy prospectors 
  A ship loaded with prospectors has arrived - but 
  they have been told by the administrator that 
  they cannot leave the starbase until cleared by 
  the local Space Fleet officer! The miners are 
  pushy and aggressive - and if let loose in the 
  wrong area of space, they could cause real 
  trouble... (And they do! These guys will annoy 
  the natives, jump claims... improperly store 
  ^pi 
  
  The Lucanii Drift 
  The Drift 
  chemicals being shipped back to the 
  Confederation causing explosions aboard 
  supply ships...) 
  13 - Soul vampires 
  Something is hiding amongst the warp crystals 
  that have been brought in from colony 4. If the 
  player's ship is serviced, replacement crystals 
  will hold an evil energy being. This will slowly 
  and subtly drain hit points (life energy) from the 
  engineering crew - incidentally causing them to 
  have terrible nightmares. The creature must 
  have engine crystals in which to live. 
  14 - Infestation 
  The repair crew have found an infestation of 
  Metasultrobes - microscopic organisms akin to 
  Sultrobes (S&S 2d Ed, P.67) - inside the ship's 
  Jeffries's tubes. They are eating away at the 
  hull! 
  The ship must be parked away from the 
  starbase. All crew must immediately be taken 
  aside for decontamination, while the internal 
  and external areas of the ship are irradiated to 
  destroy the organisms. The starbase itself is to 
  be quarantined. 
  1) It's a lie. The decontamination crew are trying to 
  hijack the ship 
  2) It's true - but where did the contamination come 
  from? And how can it be avoided in the future? If a 
  ship entered the 'corridor' with a 
  Metasultrobe infestation, the vessel would 
  disintegrate in a matter of weeks! 
  15 -The mimic 
  A deserted yacht comes drifting into the system 
  on autopilot. No crew... A radiation leak is 
  effecting life-sign scans... 
  Searching the ship - the crew seem to have 
  totally disappeared. The main computer has 
  been smashed by something heavy. A fragment 
  from a log shows a terrified woman trying to 
  whisper softly - saying that "It can hear us!" 
  The ship houses a "Mimic", that can pretend to 
  be virtually anything, but cannot change its 
  mass (which will be about 80 kilos), or imitate 
  moving, living beings convincingly. It can, 
  however, mimic a dead being - well enough to 
  be taken to a starship's sick bay for autopsy, 
  overcome the medics and escape into the 
  vessel... 
  The ship's two surviving crew placed 
  themselves on the transporter pad and 
  'energised' themselves with no end location -
  effectively storing themselves in the buffer of 
  the system's memory. Extraction is extremely 
  difficult - but if one or more of the crew can be 
  saved, they can warn the player characters of 
  their danger! Extracting a character from the 
  buffer requires a tech troll. Successfully 
  extracted characters are unconscious for 1D6 
  hours. 
  16 - Smuggled artefacts 
  Miners or transport crewmen smuggle alien 
  artefacts on board the station, hoping to 
  secretly ship them back to buyers back in the 
  Confederation. But the artefacts actually 
  conceal/are composed of something sinister 
  from a dead alien civilisation. 
  An 'accidental' death occurs first - and then 
  another and another. 
  Something is here aboard the station... And it is 
  spreading. 
  What if it gets aboard other ships? 
  The threat might be: 
  1) A flat 'slime' creature (grey ooze, ochre jelly, 
  black pudding, yellow mould) 
  2) Zombie flies (S&S 2nd Ed, P 60) - perhaps quite 
  cunning, drawing some knowledge from their 
  victim's brains that allows them to hide in Jefferie's 
  tubes and attack only when it is safe to do so... 
  3) A hideous green slime that attaches to power 
  conduits, slowly sucking power and transforming 
  into swarms of hideous 2 HD electrically charged 
  monsters that spread their spawn through their 
  own blood. 
  4) Micro Drones that creep out and scavenge metals 
  to make more and more Micro Drones. 
  Q 
  
  The Drift 
  5) A plant spore that grows a faint greenish 
  symbiotic layer melded to the skin. The symbiont 
  projects a psy radiation that makes everyone 
  content and peaceful - and keen on spreading the 
  symbiont to others! It needs light, otherwise it 
  turns dormant. 
  17 - Probe! 
  A strange alien probe drops out of hyperspace 
  right next to the station. It has a highly volatile 
  structure that will explode if fired upon or 
  dragged with tractor beams (doing 2 D100 
  damage to all shipping and starbases in the 
  area). 
  Possibilities might include: 
  1) The probe selects members of different races, 
  and subjects each of them to a different perception 
  of their day - which leads to different moral 
  connundra. If the subjects fail, then the probe will 
  crash into the starbase and explode, obliterating 
  the base. 
  2) The probe sets the starbase a set of incredibly 
  difficult scientific questions and technical puzzles -
  threatening to detonate unless the puzzles are 
  solved within 30 hours. If the questions ARE 
  answered, it announces that it will deliver a new 
  power generation technology. Answering the 
  questions will require a tech roll and a science roll, 
  both at -4 on the dice roll. However - the probe is 
  actually a spy probe for the Drones! If the questions 
  ARE answered, it will simply speed off to share its 
  findings, and an attack on the station by drone 
  ships will soon follow (the best bet is to follow the 
  probe and detonate it from a distance). 
  3) The probe is female and lonely. It captures the 
  highest charisma males, teleporting them onboard 
  itself where a hologramic paradise has been 
  created. The probe continues on its long journey -
  clearly avoiding a 'partner' probe with which it has 
  had an argument. The characters must then please 
  the probe's persona, paying it compliments and 
  attention. And it IS paradise! The probe really looks 
  after its 'pets'! The only way out of this is to "Kirk" 
  the probe convincing it of the meaninglessness of 
  forced attention - prompting it to repair relations 
  The Lucanii Drift 
  with the other probe and release its prisoners. 
  18 - Pleiadians 
  Pleiadian traders have arrived! They bring wine, 
  women and song. They might be here to 
  engage in some spying - or maybe they're 
  scouts for a pirate lord. You just can't trust the 
  green devils! 
  This would be the perfect time for another 
  concern to arise - a delivery of sensitive 
  equipment, quadrotriticale or perhaps an official 
  that has information in their mind that must be 
  protected... 
  19 - Trade and exploration commission arrives! 
  A delegation of Taurans, Humans, 
  Andromedans, Entirrans, Gorrans, Hykot and 
  Felicians all arrive on the station to hear reports 
  and decide whether the Confederation should 
  pull out of this region of space. They must be 
  taken on a tour of the colony worlds, and to 
  several other systems of significance. The 
  delegations are loud, obnoxious, 
  argumentative, and require a great deal of 
  attention from the over-pressed starship crew. 
  The Tauran delegate is not actually Tauran, but 
  is a Videni agent - an adept psionicist! The 
  Andromedan delegate has penetrated his 
  psychic shields, and has begun to have 
  suspicions. The Videni uses empathic 
  projection to stir trouble between the various 
  delegates - and eventually uses hypnotic 
  command to cause the Gorran delegate to 
  murder the Andromedan. The Videni will keep 
  on pulling the strings, and will make the Gorrian 
  attack crew members if this seems to help pin 
  the guilt on the poor Gorrian! 
  If things look bad, the Videni will attempt to 
  reach the engineering control centre and 
  destroy the ship by programming an overload in 
  the weapon banks. 
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  The Lucanii Drift 
  The Drift 
  ::::::^:::^:::::x::::^:::: 
  msmmmm 
  mmmm 
  Pi 
  Someone starts trying to push all of a player 
  character's buttons down in the bar! 
  This works particularly well is an Inspector has 
  just arrived on the station - or a psychiatrist. Or 
  if a delicate diplomatic situation is underway. 
  Complications might include: 
  1) If a character proves good at hurtling heavy 
  objects etc, a Gorrian female might take interest 
  and begin to woo them. Gorrian mating includes all-
  in wrestling bouts and occasional biting! 
  2) One of the bar room brawl participants struck by 
  a player character dies! The PC is arrested. But in 
  actuality, the dead character was a spy, and he had 
  an almost undetectable suicide tooth... 
  3) A bystander at the bar is actually an android that 
  is scouting for the dreaded gladiator masters of 
  Gordak (pick a place somewhere on the maps!). 
  They are seeking gladiators for their cruel games, 
  and will attempt to kidnap any characters that 
  perform outstanding feats during the brawl. 
  An accident will suddenly reveal a portal into a 
  weird subspace - an extra dimensional 
  extension of the entire starbase. This weird 
  alien maze contains decaying cyborgs slain by 
  some sort of disease, and robot drones that are 
  on deadly patrol. But some records in one area 
  reveal that these cyborgs were the origin of the 
  drones. The drones are actually a special 
  'scouring' device that were supposed to 
  eradicate life forms that carried the deadly 
  disease. 
  Unfortunately, the drones have decided that all 
  intelligent life is a disease that must be 
  sterilised... 
  22 - Cute critters! 
  There is an opportunity to get hold of a strange, 
  cute looking pet! This could go one of several 
  ways. 
  1) This is the coolest critter ever. A useful 
  J^% 
  
  The Drift 
  The Lucanii Drift 
  companion and a colourful addition to the crew. It is 
  so soothing that you heal an extra 1 point per day if 
  you have one as a pet. 
  2) The creature is semi useful, but has annoying 
  habits - such as eating the captain's dress pants, 
  and gnawing on power conduits. On the other 
  hand, it has a weird, useful ability - such as the 
  ability to spot mimics or invisible creatures. 
  3) The creature is a bio weapon designed to 
  infiltrate a ship, then gain power and 
  metamorphose, killing the crew. 
  23 - Boop berries 
  Delicious grape-like berries being sold at the 
  station turn out to be nourishing and high in 
  protein. This could be a new wonder crop! 
  Miners found them on a planet in Lambda 
  quadrant, and they could be a great bonanza to 
  agricultural worlds. The berries are included in 
  the player character's next 'restock' of fresh 
  foods. 
  Unfortunately, the 'berries' are actually the eggs 
  of a fuzzy moth-like creature (S&S, 2nd Ed, P 63). 
  When placed near any sort of electrical power 
  outlet, they will absorb ambient power and 
  germinate. The larvae will vanish into the ship's 
  power conduits and begin absorbing power (1 
  point per day for every bunch of c 1 dozen 
  larvae). Due to their proximity to the ship's 
  power lines, they are impossible to locate by 
  sensors. 
  The moths turn to adult form in about a week. 
  The moths run amok, eating fabric at a great 
  rate. After eating some nummy dress uniforms 
  and upholstery, the moths will then lay eggs in 
  quiet corners of the ship... 
  24 - Spies! 
  Spies for an Entirran criminal network arrive on 
  the station. They are here to pick up a shipment 
  of artefacts smuggled to them by miners from 
  Colony 2. But while they are here, they 
  recognise the Barkeeper, Waka'biizi. They 
  kidnap her and decide to smuggle her back to 
  Confederation space... 
  25 - Colony three is under attack! 
  A garbled message comes through from Colony 
  3. They are under attack from space. But who is 
  attacking them? And can the ship get to them in 
  time (or at least hunt down the culprits, who 
  seem to be attacking the colony outposts one 
  by one!?) 
  This could be a way to introduce the players to 
  the evil drones. Or it could be another local 
  species - or the work of the insidious Zangids! 
  26 - Inspector! 
  A stuffy officious inspector appears on scene. 
  They are here to write reports on the starbase 
  and on the player characters' ship. This grim 
  individual is prying, suspicious, and seems to 
  absolutely everywhere. 
  - The player characters may have to seduce the 
  Inspector, pull off a major coup to show them 
  that their weird methods are actually efficient -
  or possibly send the Inspector for a trip out of 
  an airlock... 
  27 - A romantic interlude with an alien princess! 
  An alien princess and her escort of 4 huge and 
  muscular guards has arrived on base. They are 
  trying to decide whether their planet should join 
  the Confederation, and wish to see the base 
  facilities and the player characters' ship. They 
  also wish to accompany a ship on its missions 
  and observe Confederation ethics and 
  procedures. They have an intense honour ethic, 
  and are a grim and dedicated warrior people -
  always armed and armoured. 
  The alliance is important. The administrator 
  wants the player characters to detail an officer 
  to liaise with the princess. A male officer if 
  possible - the Princess wishes to observe 
  Confederation 'alpha males' in action. 
  Close contact with the princess reveals her to 
  be focussed and grim. She thinks only in 
  military terms. She cannot see why her people 
  should ally themselves to a people so frivolous 
  and weak - so prone to waste time on 
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  The Lucanii Drift 
  The Drift 
  incomprehensible activities! Bringing her round 
  will require someone to show her that these fine 
  qualities of mercy and justice are actually 
  strengths (and perhaps show her the 
  advantages of these 'frivolous activities') 
  In the process, the Princess may well develop 
  feelings for her liaison officer. The problem here 
  is the princess' escort. One of them believe the 
  player character is low-caste scum unfit to 
  speak with the princess, and the other is a 
  young nobleman who believes he is destined to 
  wed the girl. Either of these men will be looking 
  for excuses to challenge the player character to 
  a ritual duel to the death - using rather esoteric 
  melee weapons. (Then the fun begins -
  perhaps the player character ends up saving 
  his duel opponent when the ship comes under 
  attack - proving the strength of their honour 
  and cancelling the duel?) 
  28 - Ghosts! 
  People are seeing 'ghosts' during quiet shifts in 
  isolated areas of the station. Several people 
  have seen weird, ghostly apparitions. One 
  technician even fainted - claiming that he saw 
  his dead mother. The whole thing is mocked -
  but people are getting nervous. 
  A close inspection of the technician who fainted 
  will show that they have actually received an 
  electric shock. The shock may have jolted 
  memory centres of his brain, causing his 'vision' 
  of his mother. 
  Careful examination of various engineering 
  systems will show that these appearances have 
  come at the times that power has been drained 
  out of various systems such as weapons, 
  shields, life support etc. About 1D6 points of 
  power disappear whenever this happens. Some 
  systems such as weapons also show signs of 
  overload. Failure under stress (such as battle) 
  is 50% likely! 
  The 'apparitions' are actually a pair of energy 
  beings that are hiding on the station. 
  These creatures actually 'transmit' themselves 
  through power ducts, running along the power 
  lines and emerging anywhere along the line. 
  They can also transmit themselves along the 
  beams projected by tractor/pressor beams. 
  They will move from ships to bases, spreading 
  damage as they go. They have to manifest in 
  order to drain the power they crave. When 
  manifested, they can shock targets with a zap 
  of 3D6 stun damage. Anyone hit by this shock 
  might end up having visions or imaginary 
  adventures. 
  29 - Disease outbreak 
  A ship comes in from the colonies with a crew 
  dying of a virulent disease that effects all known 
  species. The disease causes a sudden violent 
  growth of telekinetic powers - coupled with 
  paranoia and anger. Victims lash out at 
  everyone around them, getting stronger and 
  stronger until the victim lapses into a coma and 
  then death. The last remnants of the plague-
  ship's crew are lost in a fury of violent paranoia 
  and extreme pain. The ship may even fire upon 
  the player characters' vessel. Securing the 
  victims will be problematic. 
  The bad news is - the disease has already 
  infected the ship's home colony. 
  One man on the effected ship was NOT 
  infected - he was slain by his fellow crewmen. 
  But forensics will show that the man had 
  strange antibodies already in his system. 
  Backtracking to the colony world from whence 
  the ship came will allow a landing party to risk 
  the frenzy of telekinetically active plague victims 
  and search for records at the local ground 
  station. The man with the antibodies had been 
  on a prospecting trip to (choose any useful star 
  system). Apparently the man picked up a 
  disease here, and recovered from it - gaining 
  the required antibodies to fight the terrible new 
  disease. 
  The antibodies in question were gained when 
  the victim contracted a virulent form of space 
  malaria from Mosquito Swarms (S&S 2nd Ed, P 
  68) in the dangerous equatorial swamps of the 
  target planet. These swamps are home to some 
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  The Drift 
  The Lucanii Drift 
  deadly lifeforms indeed - and perhaps a sinister 
  alien intelligence that tests intelligent species 
  with terrible, deadly labyrinths. 
  30 - Ambassador 
  The ship is asked to take an ambassador on 
  board, seek out the local indigenous star faring 
  species and attempt negotiations. Since the 
  local species is quite hostile, some information 
  should be gathered first in order to find some 
  way to survive the encounter! What motivates 
  the creatures, and why have they acted with 
  such antagonism. 
  Replacement personnel: 
  Note that it takes a LONG time for supply ships to 
  traverse the 'corridor'. Replacement personnel will 
  take a minimum of 100 days to arrive from 
  Confederation space. In any given month, there is a 
  50/50 chance that a new security rating or engineer 
  rating is avaialbe at Starbase Keppler for tranfer to 
  the player character's ship. Otherwise - crew 
  casualties will have to be replaced via channels'. 
  If player characters go off to join the big 'Red Shirt' 
  in the sky, their player may either take over one of 
  the NPC crew members, or else have a replacement 
  officer waiting for them next time the ship docks 
  into Starbase Keppler. 
  ^pi 
  
  The Lucanii Drift 
  Other Races in the Drift 
  J<20 Section 5: Other Races in 
  the Lucanii Drift 
  The Zangid Presence 
  The Zangid Star Imperium has sent an 
  exploration mission of its own into the Lucanii 
  Drift. Suspecting that the area is potentially 
  valuable, the Zangids wish to make the 
  Confederation believe that the area is 
  untenable. At the beginning of the campaign, 
  the Zangids have only a few ships operating in 
  the area. More may arrive as the game goes 
  on. They become an insidious presence. 
  The Zangids will operate in stealth and secrecy 
  as much as they can. If they must reveal 
  themselves, then the Zangid Empire has 
  prepared a cover story, claiming that the ships 
  in this area are all from a rebel faction. This 
  frees the Zangids in the Lucanii Drift to attack 
  shipping at will. 
  The Zangids have pioneered their own route 
  across the gulf between known space and the 
  Lucanii Drift. This makes use of a shadowed 
  route between several of the dangerous pulsars 
  along the route - subjecting their craft to severe 
  radiation and hyperspace turbulence. Their 
  ships take heavy damage, and arrive in Lucanii 
  Lambda sector with no power to their drives 
  and several casualties amongst their crews. 
  The ships conduct field repairs for at least 10 
  days before moving onward. 
  The Zangids will eventually try to disrupt supply 
  routes into the Lucanii Drift. They will attack 
  Confederation supply ships using Caeliferan 
  vessels that they have captured deep in the 
  Drift. They hope to provoke war between the 
  Confederation and the Caeliferans, while 
  cutting the Confederation bases off from their 
  supplies. The umpire can spring this crisis on 
  the players when they feel the time is right. The 
  players' vessel will find itself facing fearsome 
  odds - but cunning role play can win the day. 
  The Zangids will take captured Confederation 
  starship crew to the planet Lucanii Lambda 1-3, 
  where they will be used as slaves (and will 
  hopefully eventually make a thrilling escape). 
  Commodore Zak'akh 
  Zangid (male) 
  Level 7 (Military) 
  Strength: 12 
  Constitution: 14 
  Dexterity: 12 
  Intelligence: 8 
  Charisma: 16 
  Psionic Potential: 10 
  Melee damage/attack mods: 0 
  Missile attack bonus: 0 
  Defence modifier: 0 
  Initiative mod: 0 
  Hit Points: 44 
  Skill ratings: Combat 18, Contact 14, Science 11, 
  Technical 11, Other 12 
  Commodore Zak'akh is a suave, scheming, 
  almost swashbuckling individual. He embraces 
  the underhanded, ruthless ways of his people. 
  a 
  
  Other races in the Drift 
  The Lucanii Drift 
  Commodore Zak'akh is perfectly willing to 
  organise assassinations, ambushes and piracy 
  in pursuit of his goals. 
  A short tempered man if crossed or stung, the 
  Commodore will show that he is easily goaded 
  into rash attack. 
  When encountered in combat, Zak'akh will 
  contact player characters and attempt to 
  persuade them to surrender or withdraw. He wil 
  arrange meeting face-to-face with the intention 
  of betrayal. 
  Zak'akh's flagship - "Blood Fang" 
  Zangid Battle Cruiser 
  Crew Compliment: 86 (14 casualties from 
  Radiation) 
  Power Pile Base: 284 
  Teleporter capacity: 7 at a time 
  Beam banks: 4 
  Shuttle ships: 4 
  Sick bay capacity: 15 
  The vessel has been severely weakened by its 
  passage through the 'corridor'. Player 
  characters may learn of this from Zangid 
  defectors, or deduce this by making a 
  successful scan of the Battle Cruiser. 
  If subjected to severe structural stress - say, 
  from passing too close to a singularity, or sling-
  shotting too close to a planet - the ship will take 
  D100 damage per turn. 
  The ship can also no longer reach hyperwarp 
  factor 8. It will fail in any attempt to pursue 
  Confederation vessels. 
  Zangid Frigate 
  Crew Compliment: 16 (-1D3 casualties) 
  Power Pile Base: 50 -1D4 
  Teleporter capacity: 3 at a time 
  Beam banks: 2 
  Shuttle ships: 1 
  Sick bay capacity: 2 
  Often in bad shape after their passage through 
  the pulsars outside 'the corridor', these ships 
  are being used as the standard small vessels to 
  scout out the Lucanii Drift and further the aims 
  of the Zangid Star Empire. These vessels have 
  damaged their engines, and cannot reach 
  hyperwarp factor 8 
  Zangid Destroyer 
  Crew Compliment: 28 (-1D6 casualties) 
  Power Pile Base: 100-1D6 
  Teleporter capacity: 4 at a time 
  Beam banks: 2 
  Shuttle ships: 2 
  Sick bay capacity: 5 
  Like the smaller frigates, Zangid destroyers 
  have taken casualties and damage from their 
  passage through the radiation storms that litter 
  their backdoor route through the corridor. 
  Captured Caeliferan Destroyer 
  Crew Compliment: 36 
  Power Pile Base: 100 -1D6 (due to battle damage) 
  Teleporter capacity: 4 at a time 
  ^ ^ 1 
  
  The Lucanii Drift 
  Other Races in the Drift 
  Beam banks: 2 
  Shuttle ships: 2 
  Sick bay capacity: 5 
  The Zangids are unaware that the Caeliferan 
  can broadcast a code to their own vessels that 
  shuts down the shields. Players that have won 
  Caeliferan allies or gained information on their 
  ships may be able to cripple the enemy's 
  defences. 
  The Caeliferans 
  The Lucanii Drift is home to a native race that 
  has recently developed faster than light drives. 
  This race refers to themselves by using a series 
  of intricate musical trills. The title "Caeliferans" 
  is a human term referring to the race's close 
  resemblance to terrestrial grasshoppers. There 
  are two sexes, and apparently several sub 
  cultures and minor sub races within the 
  species: shell colours vary according to sub 
  species, and individual colouring can be quite 
  spectacular. Males and females seem to be 
  quite equal in Caeliferan society. 
  They are an iron metabolism species from a 
  medium gravity world. 
  Caeliferans are just emerging from their home 
  system (Lucanii Epsilon 2) and exploring their 
  quadrant. Their ships are well armed, and have 
  learned to fire first and ask questions later. 
  Their spacefaring technology is largely based 
  upon scavenged drones (see below). Their 
  experience of other space faring races has 
  iJ^m 
  
  Other races in the Drift 
  The Lucanii Drift 
  been bad. The drones have remorselessly 
  attacked Caeliferans. An encounter with a 
  Zangid scout mission ended in the Zangids 
  ruthlessly attacking and slaying a Caeliferan 
  herald. This therefore classes Zangids as "Non 
  People" in the eyes of the Caeliferans (to be 
  attacked on sight!) 
  Caeliferans will see most humanoids as being 
  sub-castes of the Zangids, and it will take a lot 
  of work to convince them that the Zangids are a 
  totally different species to those found in the 
  Confederation. 
  Caeliferans vary in body shape and intellect as 
  much as humanoids do. Roll 3D6 for each 
  characteristic. 
  Caeliferan shells are tough. They grant a -1 
  armour bonus in combat. 
  Caeliferans have vestigial wings. While they 
  cannot fly on medium and high gravity worlds, 
  they can slow their own falls, and fearlessly 
  leap from great heights landing without trouble 
  or damage. 
  Caeliferans use energy weapons in combat that 
  are the equivalent of Confederation weapons. 
  Typical Caeliferan Away Team member 
  Encountered: 2D4 
  Movement: 120 (40) 
  Intelligence: Average 
  Psionic potential: 3D4 active or inactive 
  Hits: 1D10 (can achieve higher levels) 
  Armour: -1 
  Attacks: 1 
  Damage: By weapon 
  Morale: 9 
  XP:i5 
  Armed landing parties will often be encased in 
  light armour, giving a further -2 armour 
  protection (for a total of -3) 
  Heralds 
  An odd element of Caeliferan society are the 
  class of 'heralds' - negotiators, messengers 
  and mediators that spring from an incredibly 
  ancient tradition. Heralds are sacrosanct as 
  messengers. To harm or kill a herald is an insult 
  to the very core of the Caeliferan race - utterly 
  unforgivable. It draws a response of total, cold-
  blooded jihad. 
  ^pi 
  
  The Lucanii Drift 
  Heralds never bear weapons. 
  Heralds will take on a cultural group and study 
  them. They will adapt mannerisms and 
  language that the studied group will find to be 
  comforting and attractive. Such study takes 
  months of dedication. But at its end, the herald 
  gains a +2 to its contact skill when dealing with 
  the selected, studied race. A herald can only 
  adopt one race in this manner at a time. 
  A sub group of the heralds, the "Immaculates" 
  dedicate themselves to truthfulness. 
  Immaculates never lie, and must approach all 
  things with justice. These individuals are rare, 
  and quite revered. 
  20% of heralds have psionic powers (roll one 
  random psionic power as detailed in S&S 2nd 
  Ed, P. 21) 
  Caeliferan ships 
  Ships of the Caeliferan Republic come in 2 
  main sizes: frigate, and destroyer size. They 
  are new to hyperwarp drive technologies, and 
  their ships are rather over-sized and clunky 
  compared to Confederation vessels. Their 
  crews are twice the size of equivalent 
  Confederation vessels. 
  They are slower and more ponderous that 
  Zangid and Confederation ships, and cannot 
  escape these vessels in combat. 
  Caeliferan ships have the same number of 
  beam weapons as Confederation ships, but 
  lack ion torpedoes. 
  Their vessels have doubled power costs for 
  manoeuvring at speeds of Warp 4+, and they 
  cannot achieve warp factor 7 and 8. 
  Other Races in the Drift 
  Caeliferan Frigate 
  Crew Compliment: 32 
  Power Pile Base: 50 
  Teleporter capacity: 3 at a time 
  Beam banks: 2 
  Shuttle ships: 1 
  Sick bay capacity: 2 
  These smaller ships are used as couriers and 
  auxiliary vessels. Given the danger of drone 
  attack, they often operate in pairs. 
  Caeliferan Destroyer 
  Crew Compliment: 56 
  Power Pile Base: 100 
  Teleporter capacity: 4 at a time 
  Beam banks: 3 
  Shuttle ships: 2 
  Sick bay capacity: 5 
  These ships are the mainstay of the Caeliferan 
  fleet. 
  First Contact! 
  First contact with the Caeliferans is likely to be 
  combative. They have been ambushed and 
  attacked by Zangids and drones, and the 
  Zangids have slaughtered heralds that were 
  sent forth to make first contact. Caeliferans will 
  thus be wary of any approach of unknown 
  vessels - and should they see humanoids on 
  the other ship, they will immediately attack! 
  (Hey - you guys all look the same to them!) 
  At a later date, player characters might be able 
  to repair race relations - particularly if they 
  somehow demonstrate that the Zangids are a 
  radically different species to the Confederation! 
  Rescuing Caeliferans in distress might be a 
  good way to achieve this! 
  k ^ » 
  
  Other races in the Drift 
  The Lucanii Drift 
  The Drones 
  Millennia ago, an ancient race in a nearby 
  galaxy once faced a terrible invasion from 
  another species. They responded by seeding 
  their enemy's space with automated drone 
  starships that hunted down and destroyed 
  starships and technology. 
  The races from that ancient war are long, long 
  gone. Unfortunately, the drones survived. 
  Some of the drones have crossed the galactic 
  void. They have landed here in the Lucanii Drift, 
  and have established manufacturing bases. 
  Obeying their ancient instructions, the drones 
  have positioned themselves at strategic points 
  in space and hang, dormant, watching for any 
  signs of intruding technology. 
  ...And then the Caeliferans began to explore 
  space. The first primitive Caeliferan ships 
  encountered drones. 
  Drones attack any signs of high technology. 
  Artificial subspace or radio signals will attract 
  their attention. The individual scout ships are 
  backed up by mother ships, and mother ships 
  are capable of coordinating clever tactics. As 
  the player characters begin to encounter 
  drones, they will notice the drones learning and 
  becoming more and more cunning with every 
  encounter. 
  When a drone ship is encountered, it will 
  immediately begin broadcasting to attract other 
  drones. There is a 50% chance that 1D2 drone 
  ships will appear in the area within a day. There 
  is also a 50% chance that a mother ship will 
  appear sometime in the next 1D3 days. 
  ^pi 
  
  The Lucanii Drift 
  Other Races in the Drift 
  The drones possibly have a manufacturing 
  station somewhere in the region - there seems 
  to be a lot of the damned things! Finding and 
  destroying their manufacturing centres would 
  be a boon for the entire quadrant! 
  Drones are dangerous. If they ever track ships 
  back to Starbase Keppler, the drones will report 
  back and eventually attack in overwhelming 
  force. 
  Drone Scout ship 
  Crew Compliment: 4 ground combat drones, 8 
  maintenance drones. 
  Power Pile Base: 50 
  Teleporter capacity: 2 ground combat drones at a 
  time 
  Beam banks: 1 
  Scout ships always attack until they are 
  destroyed. If they suspect that there is activity 
  down on a planet (and do not simply bombard 
  the site from orbit), they will send a team of 4 
  ground combat drones down to the surface to 
  patrol and report. 
  There are tunnels and open spaces aboard the 
  ship. These are to allow a team of maintenance 
  robots to repair and inspect the vessel - its 
  weapons, brain and engines. These areas are 
  all kept in vacuum. 
  Drone mother ship 
  Crew Compliment: 8 combat drones, 16 
  maintenance drones 
  Power Pile Base: 200 
  Teleporter capacity: 4 ground combat at a time 
  Beam banks: 0 
  These carriers are unarmed, and have no 
  shields. But they do transport 8 smaller 
  "Stinger" drones. The carrier can launch 2 
  stingers per round. Each stinger fires a single 
  beam attack each turn, and is destroyed by any 
  hit from a beam weapon or torpedo. The 
  stingers do not have warp drives, and must 
  return to the mother ship in order to travel at 
  faster than light speeds. 
  Once the mother ship is destroyed, any drones 
  under its command turn dormant. They can be 
  taken over by another mother ship and 
  reactivated at the start of any turn. 
  Like the scout ships, mother ships are filled with 
  open tunnels which allow maintenance drones 
  access to the ship's systems. Confederation 
  ships might find that a good tactic against these 
  vessels is to teleport a boarding party onto the 
  mother ship. If the maintenance drones can be 
  held at bay, demolition charges (or overloaded 
  beamers) can be used to sabotage the mother 
  ship's engines. 
  Once the drones begin taking losses from 
  Confederation ships, they will start to develop 
  new tactics. These include 'micro-drones (see 
  below). Once micro-drones are developed, 
  Drone scout ships become equipped with a 
  single pair of torpedoes that are each packed 
  full of 4 drone swarms. 
  Ground combat drones 
  Encountered: 1D4 
  Movement: 300 (120) 
  Intelligence: Average 
  Psionic potential: 3D4 inactive 
  Hits: 5D8 
  Armour: -6 
  Attacks: 1 
  Damage: 3D6 
  Morale: -
  XP:2oo 
  k ^ » 
  
  Other races in the Drift 
  The Lucanii Drift 
  These battle drones hover in the air on gravitic 
  drives, and can reach virtually any altitude. 
  They are the size of a small ground car. Ground 
  combat drones are fearsome opponents. They 
  are drawn to investigate any use of 
  communicators or power, and can track their 
  enemies' heat radiation. 
  Ground combat drones engage at first 
  opportunity, and do not cease until destroyed. 
  The service corridors inside drone ships are too 
  small for ground combat drones to enter. The 
  ground combat drones are stored in a 
  teleportation chamber amidships. 
  Micro-drone swarm 
  Encountered: 1 at a time 
  Movement: 120 (40) 
  Intelligence: High 
  Psionic potential: 3D4 inactive 
  Hits: 6D8 
  Armour: 0 
  Attacks: 1 
  Damage: 1D6 energy blast and bite 
  Morale: NA 
  XP: 320 
  Micro-drones make their appearance sometime 
  after the drones lose multiple vessels at the 
  hands of Confederation ships. 
  Maintenance drone. 
  Encountered: 1D4 
  Movement: 120 (40) 
  Intelligence: Low 
  Psionic potential: 3D4 inactive 
  Hits: 2D8 
  Armour: -3 
  Attacks: 1 
  Damage: 1D6 energy beam, 1D8 melee 
  Morale: -
  XP:20 
  A drone ship contains service corridors that are 
  patrolled by spider-like maintenance drones. 
  These creatures will attack anyone who boards 
  the ship, hurtling themselves at the invaders 
  until they are destroyed. They use engineering 
  tools as weapons: A short ranged energy bolt 
  used for welding (effective only out to about 15 
  metres), and assorted crushing, slicing and 
  cutting tools that make dreadfully effective 
  melee weapons. If a maintenance drone hits a 
  target by 2 or more points over and above the 
  minimum score required to hit, then it has 
  latched on with its many legs. The victim must 
  make a successful Strength ability check before 
  their next attack. If the Strength check fails, 
  then the victim is entangled and gets no action. 
  These stats are for a swarm of many dozens of 
  Chihuahua-sized drones that all act together in 
  a swarm. They are used by drones as a new 
  weapon to board enemy vessels. A single 
  missile loaded with these creatures usually 
  scatters 1D3 drone swarms onto the hull of a 
  vessel. 
  Any target that is within 10 metres of a swarm 
  will be struck for 1D6 damage - no roll is 
  needed. Characters that are armoured or who 
  are in cover will halve this damage. If the micro-
  drones make a melee hit against a target, then 
  the target is now covered with clinging, biting 
  micro-drones! The target must make a Dexterity 
  check to throw off the drones in order to make 
  any further actions. 
  A micro- drone swarm can cut through 
  bulkheads and hull plates, and if left alone, they 
  will cannibalise sections of hull to create more 
  of themselves. An undisturbed drone swarm 
  can create another drone swarm by expending 
  about 20 minutes of work. 
  ^ ^ 1 
  
  The Lucanii Drift 
  Other Races in the Drift 
  i*^p 
  
  Exploration 
  The Lucanii Drift 
  j5g 
  Section 6: Exploration 
  Map Features 
  The umpire's version of the star maps contain a 
  few 'secret' features that the player's will have 
  to discover the hard way! 
  Turbulence 
  Turgid space is a very common encounter. 
  Patches of hyperspace 'slope' require additional 
  5 points of power in order to traverse the hex. 
  There is also a 50% chance that the ship's 
  course will be deflected by 60 degrees to the 
  left or right. 
  A ship protected by any level of shielding is 
  quite safe. Vessels that are unshielded will take 
  (Speed x 2 points) of damage from structural 
  stress. 
  Minefield 
  These are remnants of an ancient war. 
  A huge minefield fills this and several other 
  nearby hexes of space. The mines are small 
  self-propelled missiles that home in upon ship 
  sized targets and attack. 
  Fortunately, the minefield has a chance of being 
  detected by navigation crew (1-7 on 1D10). 
  Anyone entering a hex is immediately targeted 
  by 2D3 missiles. Each missile hits on a roll of 
  10+ on 1D20. They strike doing the same 
  damage as ion torpedoes. Fortunately, each 
  missile can be fired upon by beam weapons 
  and even torpedoes before they impact the 
  ship. Missiles are destroyed by any strike. 
  The safe signal that allows ships to pass 
  through these minefields might perhaps be 
  found on an old ancient derelict. Minefields 
  might thus become an excellent place to lure 
  enemy shipping. 
  Hyperspace particles 
  These areas are plagued by terrible discharges 
  of energy throughout local hyperspace. They 
  are dangerous to any vessel that enters the hex 
  while travelling in warp. 
  Any ship entering this hex takes 1D6 PPB 
  damage for each hyperwarp factor of speed the 
  ship is travelling. Halve this damage if the ship 
  has full deflector screens running. Double the 
  damage if the ship is running with no shields. 
  These areas can cover several hexes of 
  dangerous space. 
  Lightning fields 
  Any ship that enters this hex comes under 
  attack for D100 PPB in damage. Full deflector 
  screens negate this damage. Half deflector 
  screens will reduce the damage to 1D20 PPB. 
  The Star Sectors 
  The Lucanii Quadrant consists of 15 sectors. 
  The current star register refers to planets by 
  their sector title, the number of their system 
  within the planet's sector, and the number of the 
  planet's orbit outward from its sun. 
  ^pi 
  
  The Lucanii Drift 
  Exploration 
  
  Exploration 
  The Lucanii Drift 
  So the third planet of the first star system in the 
  Lucanii Beta Sector would be Lucanii Beta One 
  Three. 
  Explorers of a planet have the right to name the 
  planet! 
  Unusual Star Systems 
  Nova 
  A nova looks like a more typical star from a 
  distance, but has just recently exploded. This 
  explosion is only being seen now that an FTL 
  starship has entered the regions. 
  Ships that encounter a newly erupted nova are 
  assaulted by a wave of radiation. 
  Damage to ship: 
  Unshielded: 40 PPB. Crew must save vs radiation. 
  Half shields: 20 PPB. Crew must save vs radiation 
  with +2 bonus to their roll. 
  Full shields: 10 PPB. No effect to crew. 
  Those who pass their radiation saving throw will 
  suffer debilitating radiation sickness. They will 
  take 1D6 damage, and will have a negative 2 to 
  all of their skill rolls for the next week. 
  Shipboard medical facilities will be able to save 
  them from further effects, but the character 
  cannot heal their damage for the next week. 
  Those who fail their saving throw will take 1D6 
  damage per day until they can make a new 
  saving throw (roll once per day), be frozen, or 
  treated at a starbase facility. 
  ^pti 
  
  The Lucanii Drift 
  Exploration 
  The explosion of a nova will radiate outwards 1 
  hex radius per year, with damage halving with 
  each expansion. This might require special 
  defences for any colonies or bases caught in 
  the way of the nova wave. 
  Neutron stars 
  A neutron star has a very sharp gravity slope. 
  Trying to shape a slingshot course about a 
  neutron star can lead to damaging the ship's 
  structure. The ship must make a successful 
  science roll, or else the vessel will suffer 10 to 
  60% PPB in damage. 
  Noise generated by neutron stars makes 
  detection difficult. All ship to ship encounters 
  will take place at half the usual range. 
  Pulsars 
  Pulsars have cycles that give out terrible bursts 
  of radiation. These bursts take place at set 
  intervals. Their effects are well known. 
  Unshielded personnel exposed to a blast from a 
  pulsar must roll a save vs radiation. They take 
  1D6 of damage if the roll is passed and suffer a 
  -2 to all of their skill rolls until they undergo anti-
  radiation treatment. Characters that fail their 
  radiation saving throw will die. 
  Protostars 
  This area is filled with gas and dust that is 
  coalescing into a star. They can be dangerous 
  to enter without full shields (1D10 PPB damage 
  per day of operation if no shields are raised). 
  All starship combat within protostar systems is 
  fought at extremely close range - the density of 
  charged particles and gas blinds starship 
  sensors. Both ships should roll for initiative with 
  the winner appearing out of the fog on their 
  opponent's tail at point blank range. 
  Exploring a Star 
  System 
  To survey a planet for minerals, the starship 
  must first be placed in a careful mapping orbit 
  about the planet. Over the course of a day, the 
  ship will make careful sensor scans. 
  Most planets have some sort of basic minerals. 
  Planets are listed as to whether they have 
  other, interesting possibilities. This will flag at 
  the end of the 1 day initial sensor survey. 
  To investigate these "interesting" properties 
  further, a science party must be landed to make 
  a proper survey. This will take at least a day of 
  careful work down on the ground - and can 
  lead to interesting 'ground encounters' and 
  colourful new wounds! 
  Experience Awards 
  If a ship manages to survey worlds with 
  'interesting' properties and return to base, then 
  umpires should award the crew with experience 
  points. 10 points per planet surveyed might be 
  a good starting value. More difficult and 
  dangerous surveying jobs should be worth 
  more points (20-50 XP). 
  Encounters in Galactic 
  Space 
  Encounters are part of the fun of complicating 
  space journeys. They are a risk that needs to 
  be kept in mind whenever travelling. However, 
  too many encounters can get in the way of 
  exploration and missions. 
  With that said - umpires should inflict these 
  k ^ » 
  
  Exploration 
  The Lucanii Drift 
  problems on the players as and when it seems 
  best for the fun and flow of the campaign. Do 
  this, rather than constantly roll for random 
  chance encounters. 
  Common Encounters 
  Common encounters crop up with fair 
  frequency. 
  Mind you - chuck turbulence at them fairly often 
  to make sure they keep a power reserve up 
  their sleeves! 
  Make a list and cross these encounters off one 
  by one. Make sure each one turns up at some 
  point during the campaign. 
  Very Common Encounters 
  These encounters are just common aspects of 
  travel! 
  Type N planet 
  A 'rogue' planet. Most of these are merely 
  lifeless rocks, but some have useful resources 
  that might make them useful 'anchor points' for 
  star bases, or places worth prospecting for 
  minerals. 
  Mind you - drones and Zangids can also hide in 
  ice crevasses on such worlds and ambush 
  passing ships... 
  Wreckage 
  Ancient wreckage of battles between drones 
  and some sort of strange, baroque alien 
  vessels can be discovered inside various star 
  systems. It will take careful scientific study at 
  first to realise that the wreckage comes from 
  two different types of vessel. 
  Drones sometimes hide within these debris 
  fields. 
  Drones 
  Outside of Lucanii Nu sector, drones are 
  horribly common encounters. 
  The first things encountered will be solitary 
  scout ships just drifting on their long, silent vigil. 
  These will activate - possibly only once a ship 
  draws close to investigate a debris field. The 
  drones become a deadly presence: not utterly 
  deadly in a single encounter, but omnipresent, 
  and always a danger to a damaged vessel 
  limping home. But their ability to call in more 
  drones makes them ever more menacing. 
  Eventually ships will be attacked by pairs and 
  trios of scout drones. 
  Mother ships are a less common encounter. 
  They tend to stay back in reserve, moving 
  forward to lie in wait for incoming enemies or 
  react to signals from scout ships. But their 
  presence will soon make itself known! 
  As the drones gain experience of dealing with 
  the Confederation, they will become more and 
  more creative. They will lay traps on planetary 
  surfaces - false distress calls, etc, designed to 
  lure Away Teams into ambush and leave ships 
  vulnerable to sudden attack. 
  Prospectors and supply ships 
  In the Lucanii Nu sector, a few small 
  Confederation vessels move between Starbase 
  Keppler and the various Confederation colony 
  settlements. These vessels are slow and 
  peaceful - although sometimes in need of 
  emergency assistance! 
  ^m* 
  Prospectors are a slightly different problem. 
  Some such ships have been given licenses to 
  
  The Lucanii Drift 
  Exploration 
  carry out prospecting missions - but only on 
  worlds that have been declared as 'cleared'. 
  The player characters' own ship will be the only 
  one that can clear worlds for prospecting. 
  Other vessels are illegal through and through. 
  They will have faked paperwork, or will attempt 
  to run and evade. They might even be under 
  Pleiadian papers, and claim to be outside of 
  Confederation jurisdiction, causing an 
  interesting diplomatic problem for the player 
  characters! 
  Caeliferan ship 
  First contact will eventually happen with the 
  Caeliferan Republic. That first contact may well 
  end disastrously in combat, since the bugs 
  believe all humanoids to be one with the 
  Zangids. 
  Caeliferan ships are large, but their lower 
  technology means that they perform at levels 
  equal to Confederation frigates and destroyers. 
  Knowing the danger of lurking drones, 
  Caeliferan ships often operate in pairs. 
  Uncommon Encounters 
  Only throw these at players after a few more 
  common encounters have occurred. 
  Since they are too slow to evade higher tech 
  vessels, Caeliferan vessels will usually fight to 
  the death. Some vessels might have a herald 
  on board - making communication more 
  possible. 
  Zangid ship 
  The Zangids are keeping hidden for now. They 
  are well aware that the Confederation in in 
  Lucanii Nu sector, and are keeping well clear. 
  Their own base is currently in Lucanii Lambda. 
  The most commonly encountered Zangid 
  vessels are scouting missions exploring the 
  Lucanii Drift - solitary frigates and destroyers. 
  But if they are aware of a prowling 
  Confederation exploration vessel, they might 
  attempt to ambush it with one or more ships of 
  their own. 
  The Zangids have a battle cruiser as their main 
  base ship, and a small number of frigates and 
  destroyers that trickle through from the empire. 
  They have managed to trigger a war between 
  themselves and the Caeliferan Republic, and 
  are well and truly outnumbered. But they have 
  plans to divert the Caeliferans into warring with 
  the Confederation. As such, they have kept 1 or 
  2 Caeliferan ships hidden in reserve. 
  Remember- some Caeliferan vessels are 
  actually crewed by Zangids, who are hoping to 
  provoke war! 
  Derelict 
  Mysterious derelict vessels are the dungeons of 
  outer space! 
  Derelicts in this area might be drone mother 
  ships, Caeliferan vessels - or remnant vessels 
  left over by the ancient enemies of the drones. 
  Derelicts are damaged, large - possibly leaking 
  radiation. They are also potential goldmines of 
  scientific information and military intelligence. 
  Old computer banks on derelict Caeliferan 
  ships will have the clues to their tragic initial 
  encounter with the Zangids. Huge mobile drone 
  repair and construction ships might have clues 
  as to the location of drone manufacture 
  facilities, or computer codes that might serve to 
  decoy or deactivate drones. Knowing the exact 
  frequencies of the drone shields might allow a 
  ship to penetrate them with greater ease... 
  O 
  
  Exploration 
  The Lucanii Drift 
  Derelicts are filled with robotic guards, 
  mechanic drones, ground combat drones. 
  Alien diseases, desiccated corpses, and 
  corridors 'trapped' with sudden arcs of 
  electricity. They are dark, dangerous and 
  damned fun. 
  Space barnacles 
  Somewhere, somehow, the ship has managed 
  to collect some nasty little interstellar organisms 
  that float about the Lucanii Drift. The 'larvae' of 
  these creatures are essentially microscopic, 
  and virtually impossible to detect. 
  The larvae latch onto a ship's hull - lured by the 
  power radiating from the engines. Drawing on 
  this power, they begin to turn into large limpet-
  like creatures that can move very slowly across 
  the hull, or even fly small distances using a sort 
  of electromagnetic drive all of their own. They 
  gnaw upon hull plates to gain essential 
  minerals, but mostly live by draining power from 
  the vessel itself. 
  Noting the power drain can be difficult at first. 
  An engineer must make a tech skill roll to 
  realise that power is being drained somewhere 
  in the system. 
  A mature infestation begins by draining 1 power 
  point from a ship per day. This will increase by 
  about 1 point per week. 
  Removing an infestation of barnacles is a 
  tedious job requiring a careful search of the hull 
  by vac suited crews. The 'barnacles' can give 
  off a deadly (2D6) electric shock that can arc 
  out to 4 or 5 metres from the creatures 
  themselves, so they must be shot carefully with 
  hand beamers (using stun guns only seems to 
  feed the creatures!). A one power point 
  infestation would comprise perhaps 20 mature 
  space barnacles. The creatures hide in the 
  damndest nooks and crannies, so a very 
  thorough search is needed in order to rid the 
  vessel of the adult barnacles. 
  Ridding the ship of any larvae the adults have 
  planted is phase 2. These larvae are drawn to 
  the heaviest local power source. If the ship is 
  powered down, a shuttle can be used to literally 
  draw the microbial larvae away from the ship. 
  The slow-moving larvae can then be easily 
  outrun by the shuttle and left in deep space. 
  Rare Encounters 
  These sort of things are memorable events 
  indeed. 
  Radiation storm 
  These events are rare but deadly. 
  Their effects are detailed in the S&S rules, 2nd Ed, 
  P32. 
  Psi cloud 
  A weird radiation storm deals damage that 
  maroons the ship in space for at least a day. 
  The chief Engineer must make a tech roll in 
  order to bring the warp engines back on line. 
  The radiation storm has a terrible effect upon all 
  psionically active characters aboard ship. All 
  such characters must save vs energy attack. 
  Any character that succeeds falls unconscious 
  for 1D6 hours due to some sort of shock. They 
  are at a -2 DRM on all of their rolls for the next 
  day. 
  Characters that fail the roll similarly fall 
  unconscious. But they also take 1D6 of 
  damage. 
  All will seem well for the next 6 or 7 days. After 
  that time - any actively psychic characters who 
  failed their saving throws will become secret 
  © 
  
  The Lucanii Drift 
  Exploration 
  megalomaniacs who will scheme to take control 
  of the ship! They may well do this by framing 
  the current commander for crimes, or causing 
  accidents that hospitalise their rivals. Their psi 
  powers will obviously be used to the full. 
  The "cure" requires the patients to undergo a 
  modulated electrical shock, re-setting their 
  mental patterns back to normal. This will require 
  some careful psionic theory and some clever 
  engineering! A medical team can implement this 
  solution, but a failed science roll will result in 
  the patient taking 3D6 of electrical shock. 
  Space amoeba 
  As detailed in the S&S rules, 2nd Ed, P33. 
  Space ameobas are dangerous, predatory and 
  not-at-all nice! 
  Set all cat girls to maximum frown! 
  Vortex. 
  Without warning, the ship strikes a 'null' patch 
  of hyperspace. 
  All warp drives shut off. 
  Power generation shuts off. 
  The ship is dead in space - with no life support. 
  Some quality of the local hyperspace has 
  trapped the ship inside a bubble of hyperspace. 
  This 'inverted' hyperspace is negating the ability 
  of the ship to generate power. Beam weapons 
  will not work - power plants and engines all 
  shut down. Capacitors are somehow drained of 
  O 
  
  Exploration 
  The Lucanii Drift 
  stored power... The area of warp space all 
  around seems to be impenetrable. It reacts to 
  energy with a weird, bright flicker (before 
  draining the electricity away). 
  After a few hours without life support, people 
  are under severe danger of dying of cold and 
  asphyxiation. A successful tech roll by the chief 
  engineer will create a temporary solution that 
  will last for a day. Otherwise every crew 
  member must make a save vs radiation or take 
  1D6 damage per day. 
  The ship seems to have passed through a small 
  invisible door into a different layer of 
  hyperspace. These 'pot holes' must exist in this 
  particular area due to stresses in the local 
  hyperspace landscape. If there was a hole 
  leading in - then there must be a way to get 
  back out. 
  A black hole against a black background... 
  The only way to escape the vortex is to 
  detonate some sort of massive explosion a 
  considerable distance from the ship. This will 
  back-light areas that are doorways back into 
  'normal' hyperspace. Ion torpedoes could be 
  somehow thrust forth using gas to propel 
  them... 
  Getting the ship to the exit is going to require 
  venting the ship's atmosphere to provide thrust, 
  and slowly moving to the exit. A navigation 
  officer can use a successful Combat roll to 
  make it through the hole. Failing this roll will 
  mean everyone aboard takes 1D6 damage from 
  the thinning atmosphere, and the roll must be 
  taken again... 
  Being stuck in a vortex is a great time to bring 
  forth a second crisis - an assassination, spy or 
  sundry other skulduggery. 
  Space buoy 
  These weird occurrences are detailed in the 
  S&S rules, 2nd Ed, P3A. 
  Escaping the vortex is a task for the science 
  crew. Over one day, the science team must 
  examine the vortex. The lead scientist must 
  make a successful science roll to bring the 
  computer and sensors on line and make 
  enough readings to gain information. Only once 
  this is done can questions be asked of the 
  computer and plans made. 
  AJ 
  
  The Lucanii Drift 
  Sectors 1: Lucanii Alpha 
  V 
  Section 7: Star Sectors 
  General layout of sector maps 
  Starbase Keppler (the players' starting location) is in sector Lucanii Nu. 
  The maps provided in this chapter are for the eyes of the Star Master 
  only! Players' maps are provided in the back of this book, and are also 
  available as a PDF download in full colour. 
  ' ' , " 
  Hyperspace Particles 
  Turbulence 
  Minefield 
  Lightning Field 
  O 
  
  Sector 1: Lucanii Alpha 
  The Lucanii Drift 
  Starmap: Lucanii Alpha 
  ^ p i 
  
  The Lucanii Drift 
  Sector 1: Lucanii Alpha 
  cctor 1 
  Lucanii Alpha 
  This area is a gateway to further quadrants of 
  the Lucanii Drift. Long wisps of stars trail off, up 
  and above the galactic arm. There are dozens 
  more sectors to explore. 
  Caeliferan starships have not yet reached this 
  far from their home world. 
  Lucanii Alpha 1 
  Star type: F (white) 
  Light: Bright 
  Heat: Medium 
  Size: Small 
  Number of planets: 5 
  Asteroid fields: Dust field 
  Comments: This system is the gateway to further 
  systems beyond the maps provided. 
  It is also home to a base manned by a 
  breakaway group of Zangid rebels who have 
  mutinied against their fleet. These scum have a 
  Zangid cruiser that they keep hidden down in 
  the dust oceans of the moon about planet 4. 
  Planet 1 - Type W 
  A scorched, burnt rock that has been deeply 
  pitted with craters. 
  Planet 2 - Type W 
  Another seared world. There are deep gorges 
  and fissures all over the surface. Heavy metallic 
  nodules and dust have collected in many of the 
  fissures. 
  Planet 3 - Type B 
  A roiling, volcanic world. 
  Planet 4 - Type H 
  A lush world. There are many life forms, thick 
  jungles and plains teeming with animal life. 
  On closer examination, it seems that there are 
  extensive ruins here. Giant skyscrapers are 
  overgrown with plants. 
  There is a single moon, with many huge, dusty 
  craters. 
  Adventure 
  There is a slight sign of power usage down on the 
  planet. A number of life forms seem to be all 
  through that area. A jungle canopy and wide ruins 
  prevents observation from above. 
  A Zangid cruiser is hiding beneath the dust sea in a 
  crater on the moon orbiting this planet. The dust 
  has a high static charge, and nicely masks the 
  emissions of the ship's powerplant. 
  The Zangids here are mutineers that have killed 
  their captain and seized this ship. They are in hiding 
  from their fleet, and have embraced a barbaric, 
  drunk and filthy lifestyle. 
  The Zangid rebels have a hunting party on the 
  ground near where any Confederation Away Team 
  lands. The Zangids will use a stun grenade and 
  stunners to try and knock out the party. They will 
  then be beamed into the hidden Zangid cruiser. The 
  cruiser will then erupt out of hiding and flee. 
  Player characters left on the Confederation ship 
  might try to shadow this vessel at a distance rather 
  than fight to kill. If the Zangid cruiser is destroyed, 
  then the Away Team will be killed. 
  Aboard the Zangid rebel vessel, the captives are in 
  for a bad time. This mob of Zangid scum wish to 
  swap player characters to the main Zangid fleet in 
  return for some supplies and luxuries. They have 
  made arrangements for a drop - and they are not 
  too worried about keeping all of their prisoners 
  alive. The Zangids will take great pleasure in having 
  their captives battle weird alien animals such as Volt 
  Panthers (S&S 2nd Ed, P 63) - or even each other! 
  a 
  
  Sector 1: Lucanii Alpha 
  The Lucanii Drift 
  Aboard the rebel ship - player characters might be 
  able to secret away a weapon during a gladiatorial 
  bout. If they can escape their guards while en-route 
  back to their cells, they might be able to sabotage 
  the drives. Once power is down, the player 
  characters' own ship can close in, then teleport 
  crews in to find them and help effect a rescue. 
  Orbit 5 - Dust field 
  A large dust field. The ice crystals glitter in the 
  light of the sun. 
  "Orcarrans" - the sophonts of Lucanii Alpha 2-1 
  Encountered: 1D6 
  Movement: 120 (40) 
  Intelligence: Average 
  Psionic potential: 3D6 active 
  Hits: 1D10 (higher for skilled characters) 
  Armour: 0 
  Attacks: 1 
  Damage: By weapon 
  Morale: 8 
  XP:i5 
  Planet 5 - Type W 
  A dark, rocky world that swims within the dust 
  clouds. It is a difficult world to spot. Several 
  useful heavy elements can be found here, and 
  it is an excellent place to find minerals needed 
  for ship repair. 
  Lucanii Alpha 2 
  Star type: M (red) 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 2 
  Asteroid fields: None 
  Comments: A small system that draws a regular 
  patrol by drone vessels. 
  These creatures have a tribal organisation, and 
  can work metal into swords, spears, crossbows 
  and armour. They are industrious and quite 
  friendly. They are keen to know more about the 
  Confederation, and very much want to send 
  representatives along aboard the player 
  characters' ship to contact the local 
  Confederation government. 
  They are skilled hunters and fighters. Add +1 to 
  their combat skill with melee weapons. They are 
  typically +1 Str and +2 Con compared to normal 
  humanoids. 
  They drink strong drink The desert holds many 
  strange and dangerous creatures that the 
  Orcarrans are adept at hunting and eating. 
  Planet 1 - Type F 
  A desert planet that has many lush oasis. There 
  are strange power readings coming from 
  caverns underneath one oasis. 
  Teleporting down to the oasis reveals a strange 
  set of globular houses, and a pig-faced race of 
  green skinned humanoids living in the buildings. 
  They have a statue to some sort of big blubbery 
  demonic god. 
  ^pti 
  Adventure! 
  In a complete turn-around to "normal" events, this 
  is just a lovely place! Any Away Team is greeted 
  enthusiastically by the natives. The player 
  characters are given a house and told to enjoy 
  themselves. The females are amorous and excellent 
  dancers (and oddly attractive!) The liquor is 
  excellent. 
  The power readings seem to be coming from below 
  the idol. The idol is guarded by 4 warriors. The 
  natives will say that no one may approach the idol 
  until the sacrifice ceremony tomorrow... 
  
  The Lucanii Drift 
  Sector 1: Lucanii Alpha 
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  A female landing party member might possibly be 
  lured secretly away by the main priest. It turns out 
  they want this character to help present fruits and 
  roast meat to the god statue at the ceremony, to 
  show solidarity between the visitors and the 
  natives. 
  After the players have supposedly settled down for 
  the night, the natives all start slipping away, as if 
  they are planning something. And they are! A 
  surprise party for the adventurers'. Representatives 
  from other tribes have been invited! 
  k ^ » 
  
  Sector 1: Lucanii Alpha 
  The Lucanii Drift 
  The 'Sacrifice ceremony' is simply an offering of first 
  fruits to their rather easy going god. Once this is 
  over - the player characters are welcome to access 
  secret chambers down below. 
  The strange energy readings are from a deep 
  volcanic pit full of crystals far below the statue. 
  Damaged warp crystals from a ship can be brought 
  here and left for about 12 hours. They will heal any 
  damage (this effectively heals 5 points PPB damage 
  to a starship). The natives are happy to let the 
  characters have full access to the chamber in return 
  for taking some tribal representatives back to their 
  starbase. 
  Meanwhile, up in orbit! 
  Nothing! 
  The ship is locked in boredom. BUT - a three 
  dimensional chess tournament has reached its 
  finals, and the tension is running high! 
  The galley has also run out of everything except for 
  Salisbury steak and marshmallows. 
  Planet 2 - Type W 
  A rocky world with no atmosphere to speak of. 
  Lucanii Alpha 3 
  Star type: A (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: 5 
  Asteroid fields: None 
  Comments: A quiet system with great views of the 
  local nebula. 
  Planet 1 - Type C 
  A world that has many volcanoes that keep its 
  atmosphere high-pressured, dense and 
  venomous. 
  Planet 2 - Type W 
  This planet has a strangely flattened shape. Its 
  density is low, and heavy metals are rare. 
  Planet 3 - Type L Gas Giant 
  A large gas giant with 15 moons. Scanning this 
  set of moons takes at least 3 days. 
  One volcanic moon turns out to have some 
  excellent heavy metal elements. These have to 
  be located and sampled via a landing team. 
  This moon has microorganisms living in 
  volcanic vents that exude an empathic haze of 
  contentment. (A Strength 15 psionic attack). 
  Anyone who falls prey to the empathic attack 
  enjoys the proximity of the microbes, and 
  introduces them to the hot water system of the 
  ship. The microbes tend to make people's skin 
  discolour, dying people a slight shade of yellow. 
  Planet 4 - Type W 
  This world has been almost shattered by some 
  sort of impact. There is actually a vast hole 
  clean through this entire planet, and chunks of 
  debris fill its local orbit. 
  Planet 5 - Type J Gas Giant 
  A small gas giant. It has a single huge moon, 
  and the gravity of the gas giant keeps the moon 
  technically active. There are useful metals 
  findable all over the surface of this moon. 
  Lucanii Alpha 4 
  Star type: Brown Dwarf 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 1 
  Asteroid fields: None 
  Comments: Magnetic shields from this huge, dull 
  star cause interference to teleporters, 
  communicators and starship sensors. 
  ^pi 
  
  The Lucanii Drift 
  Sector 1: Lucanii Alpha 
  Planet 1 - Type W 
  This planet has some strange, deep chasms 
  that contain invaluable crystals. The place is 
  also home to some "Crystal Creatures" (S&S 
  2nd Ed, P 56). The creatures drain energy out 
  of shuttle engine pods, beam weapons and 
  scanners by coming into 10 metre proximity. 
  k ^ » 
  
  Sector 2: Lucanii Beta 
  The Lucanii Drift 
  Starmap: Lucanii Beta 
  
  The Lucanii Drift 
  Sector 2: Lucanii Beta 
  Sector 2 
  Lucanii Beta 
  Dominated by the Fire-Gem Nebula, this area of 
  space boasts some spectacular views. 
  It is also the heartland of the sinister drones! 
  Lucanii Beta 1 
  Star type: A (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: 5 
  Asteroid fields: Dust field 
  Comments: This is the oldest manufacturing point for 
  drones in the Lucanii Drift. If this and the sister facility 
  are destroyed, the drones could be eradicated from the 
  quadrant entirely. 
  There are 4 mother ships on station in the system. 
  The best way to destroy this base it might be to send a 
  team in via a captured drone ship - or maybe occupy 
  the fleet by downloading codes that make the drones 
  believe one another are enemies (all that research on 
  derelict drone vessels can finally bear fruit!) 
  A ship arriving in the outer section of the system might 
  be able to hide in the dust field and gather some Intel 
  without alerting the drones. 
  Planet 1 - Type C 
  A rocky, earthquake-ridden world 
  Planet 2 - Type W 
  A rocky world with many useful minerals. Mech 
  drones are mining heavy metals and shuttling them 
  to planet 4. 
  Planet 3 - Type W 
  An empty rock. 
  Planet 4 - Type E 
  Drone manufacturing facility! 
  An armed facility is here (200 PPB, deflector 
  screen, 2 beam banks). This creates drone 
  vessels. 2 are on the racks at the moment, half 
  completed. Production has suddenly begun now 
  that the drones have discovered the presence of 
  visitors in this quadrant. 
  Planet 5 - Type T 
  This ice world is being mined for metals by the 
  drones. There is a very large mining camp manned 
  by hordes of mech drones and ground combat 
  drones. The facility is guarded by a deflector 
  screen and a beam weapon bank (100 PPB 
  equivalent). 
  Planet 6 - Dust field 
  A careful ship can use the dust field to mask itself 
  from the rest of the system. 
  Lucanii Beta 2 
  Star type: 0 (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Large 
  Number of planets: 7 
  Asteroid fields: One 
  Comments: A system that is frequently visited by 
  drone patrols. 
  Planet 1 - Type C 
  A turgid planet. The crust is unstable, and very thin. 
  Planet 2 - Type W 
  A still, quiet planet. Deep craters are filled with 
  dust. 
  Planet 3 - Type W 
  A rugged world. Deeply eroded by howling winds. 
  Planet 4 - Type E 
  A planet rich in crystals. None are warp crystals, 
  k ^ » 
  
  Sector 2: Lucanii Beta 
  The Lucanii Drift 
  but there are several types that are useful in 
  industry. Spectacular massive crystal 
  formations of blue, purple and amber yellow 
  make for very interesting terrain. Beware of 
  firing beam weapons in amongst the crystals: 
  missed shots can rebound and scatter. 
  Adventure seed 
  Strange power readings are coming from 
  underneath the surface. A careful investigation will 
  reveal perhaps a dozen mech drones building some 
  sort of communication post, guarded by perhaps a 
  dozen ground combat drones. The base cannot 
  simply be bombarded from orbit - a close 
  inspection reveals that there are some prisoners 
  (Confederation miners) held in a cavern by some of 
  the drones. It seems the drones are experimenting 
  with ways of converting prisoners into cyborgs... 
  Planet 5 - Type J Gas Giant 
  This gas giant has 9 large moons, and a 
  collection of smaller rocky fragments. 
  Scanning these moons will reveal a few 
  sources of useful chemical compounds, but 
  nothing of deep interest. 
  Planet 6 - Type T 
  This ice planet is covered in titanic lichen-like 
  plants. This leathery stuff can be processed for 
  some basic nutrition, but tastes awful! 
  Planet 7 - Type W 
  A frozen wasteland of a world. There is some 
  wreckage from an ancient ship scattered over 
  the surface. 
  Lucanii Beta 3 
  Star type: B (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: 4 
  Asteroid fields: Dust field, asteroid field 
  Comments: A drone vessel is drifting with no 
  power to drives or weapons, having been damaged 
  by an internal explosion... 
  Adventure 
  The drone ship has mech drones on guard inside. 
  There is a group of three Confederation miners held 
  captive inside the ship, penned in a cell. They were 
  captured several sectors away, and have been in 
  their cell for many days with no idea why they were 
  captured. Three days ago, they felt the ship come 
  under attack, and the power shut off. The three 
  miners have been trapped inside their cell and have 
  had no food or water for days. 
  The miners are actually the latest attempt by the 
  drones to attack Confederate shipping. They are 
  actually androids designed to carry packs of micro-
  drone swarms. These will burst out of the 'miners' 
  when they are well inside the ship - probably in the 
  medical bay for scanning and treatment. The 
  androids are well made - they cannot be detected 
  by hand scanners. Once the drone swarms are free, 
  they will head into engineering spaces and Jeffrie's 
  tubes, and begin frenziedly replicating themselves. 
  Planet 1 - Type W 
  A battered, crater-pocked planet with a great 
  deal of small debris in orbit. 
  Planet 2 - Type W 
  A rusty red planet. The thin atmosphere is 
  constantly sweeping the surface with sand 
  storms. 
  Planet 3 - Type B 
  A thickly clouded world with a great deal of 
  volcanic activity. The clouds contain a massive 
  amount of static discharge, and prevent 
  anything from scanning down past the cloud 
  tops. There are several small metallic chunks of 
  debris in orbit, as well as a small moon. 
  ^ f t i 
  
  The Lucanii Drift 
  Sector 2: Lucanii Beta 
  J^m 
  
  Sector 2: Lucanii Beta 
  The Lucanii Drift 
  If anyone sees fit to dip a shuttle below the 
  clouds into the dangerous atmosphere below, 
  they will discover a drone vessel waiting to 
  ambush their star ship! (A tech skill roll by the 
  shuttle pilot will allow the shuttle to avoid 
  detection). 
  If a ship passes by without investigating below 
  the clouds, then a satellite hidden amongst the 
  orbital debris will send a single short, directional 
  signal to the hidden ship. It will attack the player 
  characters' star ship with a 50% chance of 
  achieving surprise. 
  Orbit 4 - Asteroid field 
  This rocky collection of ice asteroids and nickel-
  iron chunks definitely can yield some useful 
  heavy elements. Scanning the field takes a 
  week. 
  Planet 4 - Type G 
  A water world with a breathable atmosphere. 
  Much of the world's oceans are literally only 
  about 30 to 90 C deep. Ray-shaped fish 
  capable of leaping from the water and gliding 
  long distances are a common sight - as are 
  huge globular animals about 4 metres high that 
  trundle about the shallows grazing on sea 
  lettuce. There is a species of swift flying ray fish 
  that seem to be extremely intelligent. They have 
  tentacles along their ventral surface, and can 
  be observed using tools such as rocks, etc to 
  open shellfish. The creatures are stealthy, and 
  love stealing metal implements from visitors. 
  Orbit 6 - Dust field 
  A spectacular double-spiral dust field surrounds 
  this system. The dust field is actually home to 
  some strange space dwelling creatures that 
  manoeuver about, somehow pushing 
  telekinetically against the psionic plane. These 
  creatures can actually clean space barnacles 
  off a ship - they find the barnacles very tasty 
  indeed! (a damned useful discovery!) 
  Lucanii Beta 4 
  Star type: M (red) 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 4 
  Asteroid fields: None 
  Comments: There is always a drone mothership in 
  this system. It will not pursue enemies who flee, 
  unless they seem to be heading towards Lucanii 
  Beta 1. 
  Planet 1 - Type F 
  A stormy planet. The atmosphere constantly 
  lashes the surface with hurricane force winds. 
  There are valuable warp crystals to be found 
  here in deep chasms that are sheltered from the 
  winds. The chasms are home to local lifeforms 
  - trees, fungi and animals. 
  The chasms are very eerie places. Strange 
  louse-like creatures scuttle in the crevices. 
  Black furred creatures with four green eyes -
  something between a wolf and a gibbon -
  swing along the ragged tree-like fungi stalks 
  that jut from the sides of the canyons. 
  ^pi 
  Tree Wolf of Lucanii Beta 4-1 
  Encountered:iD3 
  Movement: 180 (60) 
  Intelligence: Animal 
  Psionic potential: 3D4 inactive 
  Hits: 1D8 
  Armour: -2 
  Attacks: 1 
  Damage: 1D8 bite 
  Morale: 8 
  XP.13 
  Tree wolves swing spectacularly through the 
  trees, and can see clearly in the near darkness 
  of the lower chasms. They will close in upon 
  solitary or wounded characters, and will 
  relentlessly follow wounded individuals, 
  attacking suddenly from the shadows. 
  
  The Lucanii Drift 
  Sector 2: Lucanii Beta 
  Planet 2 - Type T 
  A still, silent world. The planet is ringed by a 
  circle of glittering water ice particles. 
  Planet 3 - Type J Gas Giant 
  This gas giant has only a single small moon - a 
  frozen chunk of almost pure water ice with a 
  liquid centre. The liquid heart of the moon is a 
  sea that holds many strange organisms. 
  Planet 4 - Type T 
  A frozen rocky core is plated with frozen 
  gasses. Deep, deep beneath many hundred 
  metres of ice, the core actually contains 
  valuable seams of rare metals. 
  Lucanii Beta 5 
  Star type: G (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 6 
  Asteroid fields: None 
  Comments: Occasional solar flares disrupt 
  teleporter use, scanners and communications. 
  Planet 1 - Type W 
  An empty nickel-iron rock, deeply pitted with 
  craters. 
  Planet 2 - Type A 
  A broiling, unstable planet wrapped with 
  volcanic gasses. 
  Planet 3 - Type F 
  This planet has a relatively sparse atmosphere 
  that only becomes breathable down in the deep 
  network of canyons that crisscross the equator. 
  These canyons are convoluted, and can be 
  many kilometres deep. 
  Some sparse plant-animal hybrids grow in the 
  canyon bottoms, as well as a small fast moving 
  grazer animal. But the most eye-opening animal 
  are the "rippers" - a terrible fanged, fast running 
  animal that moves in packs. 
  Ripper 
  Encountered: 1 at a time or swarm! 
  Movement: 180 (60) 
  Intelligence: Animal 
  Psionic potential: 3D4 inactive 
  Hits: 2D8 
  Armour: -1 
  Attacks: 1 
  Damage: 1D8 bite 
  Morale: 9 
  XP:20 
  When the planet goes into one of its 'once 
  every 10 year' winters, the plant-animals and 
  prey all disappear. The 'rippers' go into a wild 
  frenzy, running in massive swarms of many 
  hundreds that bite and tear at one another as 
  they race through the canyons. The population 
  fight, reducing numbers so that only the very 
  fittest, who will then survive the sudden 
  drought. Anything spotted by these rampaging 
  masses of predators will be overrun and 
  destroyed. 
  Adventure 
  Ruins are spotted in a canyon down below. 
  There are also a number of readings which 
  show concentrations of heavy metals and 
  radiation above the background norms. 
  An Away Team will find a series of cliffside 
  caves and monolithic doorways deep in a 
  brooding canyon wall. The radiation seems to 
  be within the cliffside just beyond. For some 
  reason, the canyon floor is littered with gnawed, 
  desiccated "ripper" bones. 
  Thousands of them. 
  J^m 
  
  Sector 2: Lucanii Beta 
  The Lucanii Drift 
  Meanwhile, up in orbit, three drone ships will 
  drop out of warp right near the players' ship. 
  The Confederation ship will clearly be forced to 
  flee (and should be allowed to escape, with the 
  enemy in pursuit). Screens are up, so the 
  ground party will have to stay on the planet. 
  .. And after a little while, the rippers suddenly 
  start to stampede! The landing party must hide 
  deep in the caves! 
  The caves plunge back into the depths of the 
  cliff walls. The tunnel mouth can be sealed shut 
  with boulders brought down by beam weapon 
  fire, blocking out the ravening predators 
  outside. 
  The caves are the burial grounds for a race of 
  humanoid creatures that mummified their dead. 
  There are ranks and ranks of niches, each one 
  holding a mummy shrouded with cobwebs. The 
  mummy wrappings seem to contain strands of 
  gold, platinum and other metallic elements. The 
  labyrinth of mummy tunnels extends far off into 
  the dark. 
  In the catacombs just beneath, there is a wall of 
  glacial ice and a dripping pool of melt water. In 
  tunnels beyond, there seems to be some sort of 
  sealed rooms, and an ancient reactor. The 
  temperature is falling - the party might freeze! 
  But there is a chance the old fission reactor can 
  be re-activated. This would allow heat to be 
  generated - but this will all take work from 
  scientists and technicians. The temperature is 
  dropping slowly but steadily. 
  The sealed rooms can perhaps be cut open 
  with beam weapons. Special catacombs lie 
  beyond, where royal mummies all wear 
  jewellery made from warp crystals! 
  (Meanwhile off in space: The Confederation 
  ship must make evasive manoeuvers to evade 
  the pursuing drone ships. It will need to make 
  ^pti 
  
  The Lucanii Drift 
  Sector 2: Lucanii Beta 
  'contact' rolls. But in essence, it will take 3 or 4 
  days to evade the enemy and return back to 
  Lucanii Beta 5-3. By this time, the ripper 
  swarms will all be dead and gone.) 
  There are 3 problems that face the landing 
  party. 
  1) 
  2) 
  3) 
  Don't freeze 
  Infection from the glacial water 
  Alien mummies. 
  The water from the glacier has a brain parasite. 
  This will make anyone who drinks it become 
  paranoid and progressively more and more 
  manic. Infected characters may well flee deep 
  into the catacombs. 
  The mummies will rise and attack to destroy 
  interlopers. They will do it with great stealth. 
  Alien mummy 
  Encountered: 1 at a time (or a horde!) 
  Movement: 120 (40) 
  Intelligence: High 
  Psionic potential: 3D4 inactive 
  Hits: 5D8 
  Armour: 0 
  Attacks: 1 
  Damage: 2D6 choke and shock 
  Morale: NA 
  XP: 200 
  These creatures move with stealth, rising 
  silently out of their tombs when they sense a 
  single target nearby. They attack with silence 
  out of the darkness. 
  Alien mummies are animated by nanites inside 
  their flesh. They attack with their crushing grasp 
  that gives off an electric shock. One a mummy 
  slays an intruder, it will return to its niche and 
  deactivate. It will rest for 12 hours to recharge 
  its energies. 
  Stealing warp crystals from any of the mummies 
  will cause the mummies to awaken a few hours 
  later and attack the characters en masse. 
  • Nanites gleaned from the mummies are a 
  valuable item for research. See artefact 4 in the 
  "Useful Artefact" chapter at the end of this book. 
  Planet 4 - Type J Gas Giant 
  A gloomy, storm ridden gas giant. The planet 
  gives off a great deal of radio and magnetic 
  noise. 
  Planet 5 - Type T 
  A silent, frozen wasteland. 
  Planet 6 - Type T 
  This planet is quite large. It is sheathed in 
  frozen gasses, and surrounded by rings of ice 
  crystals. 
  k ^ » 
  
  Sector 3: Lucanii Gamma 
  The Lucanii Drift 
  Starmap: Lucanii Gamma 
  
  The Lucanii Drift 
  Sector 3: Lucanii Gamma 
  cctor 3 
  Lucanii Gamma 
  The far reaches of explored space! The captain 
  really ought to throw some kind of party! 
  Lucanii Gamma 1 
  Star type: 0 (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Large 
  Number of planets: 9 
  Asteroid fields: One 
  Comments: Floating in the middle of this system is 
  an exact copy of the players' star ship! 
  Adventure 
  Approaching the vessel reveals that it is absolutely 
  the players' own vessel. There are even marks from 
  battle damage repairs made in the recent past. 
  The vessel is drifting. It has power, but the shields 
  are down. There are no life signatures aboard, and 
  it does not respond to hails. 
  Coming aboard, the characters will discover a ghost 
  ship. The vessel is missing one shuttle. The ship's 
  logs are empty. The rooms are devoid of furnishing, 
  but have all their fittings in place. The armoury is 
  empty, as are the food stores. But the ship seems 
  completely space worthy. She can be brought under 
  command. Nothing seems to be amiss. With some 
  supples and some life support equipment, the ship 
  could be crewed! 
  There are actually Drone Swarms aboard the vessel 
  (See the entry for Lucanii Beta 3 above). These 
  swarms are currently hiding in the air filtration 
  tubes. There are about 20 swarms aboard. 
  Sometime after an Away Team arrives aboard, two 
  drone swarms will try to use the teleporter on the 
  replica ship to teleport onto the player characters' 
  vessel. An instant later, the replica ship will 
  suddenly activate. It will put shields up and begin 
  attacking the player characters' own vessel. 
  The player characters aboard the replica will 
  suddenly find themselves battling drone swarms 
  that come erupting out from the Jefferie's tubes. In 
  order to end the space battle (without being 
  destroyed by their own ship), the player characters 
  will have to try and sabotage weapons or engines 
  and rig some sort of overload. 
  Should player characters aboard the replica have to 
  teleport out just before the ship detonates, the 
  space battle will have taken them sufficiently close 
  to the orbit of planet number 3. 
  Planet 1 - Type A 
  A deeply unstable world - hot and erupting. 
  Impossible to safely visit. 
  Planet 2 - Type W 
  A scorched nickel-iron rock 
  extremely dense. 
  small but 
  Orbit 3 - Asteroid field 
  This asteroid field is filled with large bodies of 
  frozen water as well as a number of rocky 
  asteroids. 3 days of careful searching will reveal 
  some useful heavy metals in amongst the 
  asteroids. These might be useful for ship 
  repairs. 
  Planet 3 - Type F 
  A world with breathable air but high 
  temperatures. The polar regions have liquid 
  water seas and green belts of plantlife about 
  the shorelines that are filled with life. Some of 
  these plants have medicinal properties that 
  would reward deeper v stidy. Medical officers 
  O 
  
  Sector 3: Lucanii Gamma 
  The Lucanii Drift 
  can gain 50XP by spending 3 or 4 days of 
  research here. 
  The shorelines here have a strange, pillar-like 
  plant that extrudes a number of bud-like fruits. 
  Andromedans find these to be irresistibly 
  delicious. In fact - if an Andromedan tastes 
  them, and then runs out of supply at a later 
  date, they must make an intelligence check, 
  otherwise they will do virtually anything to get 
  their hands on the fruit again (and are willing to 
  use empathic powers etc to manipulate their 
  fellow crew!) 
  Planet 4 - Type W 
  Adust covered world with almost zero 
  atmosphere. 
  Planet 5 - Type K Gas Giant 
  This small gas giant is surrounded by 
  spectacular ice rings. One ring is at a distinct 
  angle to the others. 
  The world has 3 moons. One of these is a 
  roiling hell hole of sulphur and volcanoes. 
  Another is an ammonia/methane body that has 
  some weird primitive life forms swimming in its 
  oceans. 
  Planet 6 - Type C 
  A volcanic world with an atmosphere dense with 
  carbon dioxide. 
  Planet 7 - Type W 
  A frozen body of rock with extensive polar caps 
  of water and carbon dioxide ice. 
  Planet 8 - Type J Gas Giant 
  This small gas giant has a single large moon, 
  which classes as a type T world (although tidal 
  forces keep a liquid water sea flowing beneath 
  the 300 metre outer shell of ice). 
  Planet 9 - Type T 
  An ice ball planet. There are some pieces of old 
  drone wreckage scattered about the surface. 
  Lucanii Gamma 2 
  Star type: Double system - B (blue)/K (orange) 
  Light: Bright/Dim 
  Heat: Hot/Medium 
  Size: Large/Small 
  Number of planets: 6 
  Asteroid fields: One 
  Comments: A double star system with planets that 
  move in complex elliptical orbits. Planetary 
  temperatures vary through great extremes. 
  Planet 1 - Type A 
  Torn and pulled by tides, this world's crust is in 
  a constant state of upheaval. 
  Planet 2 - Type C 
  Volcanic and crusted with sulphur, this world is 
  surrounded by a ragged ring of debris and 
  mineral crystals. 
  There are signs that some sort of ships (drones) 
  have been mining a rare earth from a deposit 
  on one of the continents. This seems to have 
  enraged some local Stone Creatures (S&S 2nd 
  Ed, P 67) 
  Planet 3 - Type C 
  A stark, empty world that shows strange, 
  regular scratch marks all across its surface. 
  Orbit 4 - Asteroid field 
  Several tight drifts of debris here contain exotic 
  crystals. These make excellent places for a ship 
  to hide from detection. 
  Planet 4 - Type I 
  A massive world, with a surface gravity of 4 Gs, 
  and a dense ammonia/methane atmosphere. 
  © 
  
  The Lucanii Drift 
  Sector 3: Lucanii Gamma 
  Deep chemical seas flow between continents 
  that are clad with flat rubbery vegetation. 
  A number of creatures that look like frothy 
  ameobas have developed on land. They are not 
  friendly. 
  Planet 5 - Type W 
  A small, light gravity world. A nickel-iron core is 
  clad in a crust of silicates and dust. Water ice at 
  the poles melts when the planet passes close to 
  the sun, causing planet wide storms. 
  Planet 6 - Type T 
  A harsh world of ice and storm. A derelict 
  ancient vessel lies trapped in the ice, patrolled 
  by robot crew. The hull contains 6 weapons that 
  are almost identical to ion torpedoes, and which 
  could be fired from Confederation torpedo 
  tubes. 
  • A strange capacitor in the alien derelict proves 
  to be an interesting item for research. See 
  artefact 1 in the "Useful Artefact" chapter at the 
  end of this book. 
  Lucanii Gamma 3 
  Star type: K (orange) 
  Light: Dim 
  Heat: Medium 
  Size: Small 
  Number of planets: 3 
  Asteroid fields: None 
  Comments: An unremarkable system. 
  Well - except for this remark. 
  ...And that one. 
  Planet 1 - Type W 
  This rocky world is rich in several light elements 
  such as bauxite, lithium and silver. Seeking out 
  these concentrations takes two days of careful 
  scanning, and will require ground parties to land 
  and drill for samples. 
  Planet 2 - Type J Gas Giant 
  A small gas giant. It has a narrow, delicate ring 
  of ice particles, and 3 ice covered moons. 
  Planet 3 - Type T 
  A world wrapped with ice, and torn by 
  hurricanes. 
  Lucanii Gamma 4 
  Star type: M (red) 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 4 
  Asteroid fields: None 
  Comments: There is wreckage here from a long-
  ago battle between ancient vessels and drones. One 
  of the wrecks still has useable warp crystals. 
  Be careful passing too close to the wreckage. One or 
  two maintenance drones are still active, and might 
  secretly latch on to the ship's outer hull. 
  Planet 1 - Type W 
  A stark rock, deeply smothered with dust and 
  slag. 
  Planet 2 - Type W 
  A cold, ice-streaked rocky world with substantial 
  polar caps of carbon dioxide ice and water ice. 
  Planet 3 - Type T 
  An ice world that shows some strange red 
  streaks. The streaks are a type of algae 
  growing underneath the surface ice. An extract 
  from the algae can give a 5% bonus to trauma 
  resistance rolls. 
  Planet 4 - Type J Gas Giant 
  This gas giant has 4 main moons. One of these 
  moons classes as a type E world. 
  0
  
  Sector 3: Lucanii Gamma 
  The Lucanii Drift 
  Lucanii Gamma 5 
  Star type: F (white) 
  Light: Bright 
  Heat: Medium 
  Size: Small 
  Number of planets: 4 
  Asteroid fields: Dust field 
  Comments: Psiionically active characters will sense 
  that something is oddly awry aboutthis system... 
  This sensation centres about planet 4. 
  Planet 1 - Type A 
  A seething mass of molten core covered in an 
  all-too-thin mantle of rock. 
  Planet 2 - Type B 
  A wildly volcanic planet, with huge jets of 
  sulphurous particles constantly being ejected 
  into the atmosphere. 
  Planet 3 - Type W 
  A staid, stolid rocky planet. 
  Planet 4 - Type V 
  This planet has two alternative versions. At any 
  given time, one version is in the psionic plane, 
  and the other is in the material plane. 
  Version "A" of the planet is a weird swampy 
  planet, thick with mists. Energy of some sort 
  seems to radiate from random points across the 
  planet's surface. The planet is cursed with 
  "slime devils". The power radiation comes from 
  power crystals hidden in the deep swamps that 
  can recharge 1D6 psi points when pressed 
  against the body. They have only 1D6 uses 
  before they fade to uselessness. The swamps 
  are also home to some fairly terrible diseases 
  (see "Space Lice" S&S 2nd Ed, P 61). 
  Slime devil 
  Encountered: 1 at a time 
  Movement: 120 (40) 
  Intelligence: Low 
  Psionic potential: 3D4 inactive 
  Hits: 3D8 
  Armour: -2 
  Attacks: 1 
  Damage: 1D8 bite with paralysing venom. 
  Morale: 8 
  XP:8o 
  Sime devils move just beneath the water, and 
  can rise up without warning. They strike, 
  paralyse their prey, and drag them beneath the 
  water to drown. Their venom paralyses any 
  creature except those with iron based 
  metabolisms. Iron based metabolism creatures 
  instead develop painful headaches for 1D2 
  hours. 
  Version "B" of the planet is a dry desert. Power 
  seems to course along metallic veins that run 
  just beneath the surface. Lightning strikes from 
  constant storms seem to be channelled into 
  these veins (this is what keeps the planet 
  moving between realities). A build up of psionic 
  energy can be detected by psionically gifted 
  characters, and this may give a clue as to the 
  nature of the planet. 
  Adventure seed 
  Teams will land on version "A" of the planet. This 
  version will fade out into the psionic plane after 
  about an hour, and will stay phased out for one of 
  the planet's own days (74 hours). The "A" version 
  will then swap back again, reappearing in our own 
  universe. 
  Orbit 5 - Dust field 
  A spectacular disc of gas and ice surrounds this 
  system. 
  ^pi 
  
  The Lucanii Drift 
  Sector 3: Lucanii Gamma 
  Lucanii Gamma 6 
  Star type: K (orange) 
  Light: Dim 
  Heat: Medium 
  Size: Small 
  Number of planets: 3 
  Asteroid fields: None 
  Comments: A quiet little place with a potential 
  colony world. 
  Planet 1 - Type W 
  An unpleasant rock, well patterned with meteoric 
  impact craters. 
  Planet 2 - Type A 
  A recently coalesced planet, still largely 
  composed of masses of space debris. It is 
  hellishly hot, and subject to constant eruptions of 
  metallic magma. 
  Planet 3 - Type H 
  A world in a fairly early stage of its development. 
  Shallow seas are filled with some pretty startling 
  invertebrates. The land masses 
  have been colonised by moss, club moss and 
  some primitive larger plants. Some large 
  segmented worms and stingless scorpions are 
  the main land creatures. 
  Huge Stingless Scorpion 
  Encountered: 1 at a time 
  Movement: 120 (40) 
  Intelligence: Animal 
  Psionic potential: 1D4 inactive 
  Hits: 3D8 
  Armour: -3 
  Attacks: 2 
  Damage: 1D6 each claw 
  Morale: 8 
  XP:5o 
  Giant stingless scorpions are amphibious and 
  extremely persistent, trailing after potential food 
  with a brainless, endless patience. 
  O 
  
  Sector 4: Lucanii Delta 
  The Lucanii Drift 
  Starmap: Lucanii Delta 
  ^ p i 
  
  The Lucanii Drift 
  Sector 4: Lucanii Delta 
  cctor 4 
  Lucanii Delta 
  This region is fairly close to the Caeliferan 
  home worlds. Caeliferan ships can be 
  encountered here, but Zangid vessels are 
  unlikely. 
  Lucanii Delta 1 
  Star type: B (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: 5 
  Asteroid fields: One 
  Comments: A great deal of gas and fine debris 
  makes this system dangerous to enter unless the 
  ship is running with deflector screens raised. Ships 
  without defector screens suffer 1D10 damage from 
  abrasion when travelling through the system at 
  impulse power, and lose most of their 
  communications and detection aerials. 
  Planet 1 - Type C 
  A turgid planet, with constant earthquakes as its 
  tectonic plates come under stress from solar 
  tides. Frequent solar storms rain radiation down 
  across the surface. 
  This does mean that some useful minerals are 
  available here. 
  Orbit 2 - Asteroid field 
  A wide field composed mostly of nickel iron 
  fragments. Some ice-covered planetoids are 
  dotted here and there throughout the field. 
  Planet 2 - Type W 
  A dun coloured rock with a great many extinct 
  volcanoes. Diamonds can be found in the 
  volcano cores. 
  Planet 3 - Type X 
  Heavy sulphur dioxides in the air cause brutal 
  acid rains to shower down onto the surface. 
  Planet 4 - Type W 
  Rocky and covered in an abrasive dust made 
  up of obsidians shards and radioactive 
  particles. 
  Planet 5 - Type T 
  This ice moon is subject to constant storms. An 
  outer layer of carbon dioxide ice boils off the 
  surface at dawn, causing huge hurricanes to 
  sweep across the night side of the planet as the 
  gas re-freezes into ice. 
  Lucanii Delta 2 
  Star type: A/I (red) 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 2 
  Asteroid fields: One 
  Comments: This system is small. The sun's light is 
  faint, and heavy with radiation. 
  The tail of an ancient minefield extends close to this 
  system. 
  Planet 1 - Type W 
  A bare, rocky world that circles a faint red sun... 
  Planet 2 - Type E 
  A planet rich in metals. But in orbit up above, 
  there is a large space station - an ancient 
  structure, thousands of years old. It looks as 
  though it might be a repair and servicing centre 
  for ships. It has operating scanners, and will 
  answer hails. 
  O 
  
  Sector 4: Lucanii Delta 
  The Lucanii Drift 
  Adventure 
  The residents of the orbiting station appear to be 
  robotic. They are artificial bodies that have been in 
  slumber for centuries, awaiting a call to reawaken 
  them. Each robot contains a personality of its own -
  apparently modelled on the ancient race that 
  created them. They are supposed to service and 
  repair vessels, and are dismayed to realise that they 
  have slept for so long. They are intelligent Al 
  machines, and quite capable of illogical thought. 
  They are willing to receive the player character's 
  ship as a guest. Suitable habitat will be created for a 
  visiting team of Confederation characters. 
  A surprise awaits the characters as they come close. 
  There is a Zangid ship resting beside the station! 
  The robots insist that their guests do not fight: the 
  station is a place of negotiation, repair and rest -
  not conflict 
  The Zangids have sent over a team onto the station. 
  The robots have armed teams everywhere. The 
  station is armed, and there are perhaps 200 robots 
  in residence. Visitors are asked to bring no 
  weapons. Quarters are provided for the visitors, 
  with air and bland food made from algae. 
  Confederation visitors are taken on a tour of the 
  dockyards. The reawakened robots are sending 
  shuttles to the planet below to re-open the mines. 
  The robots will help only one race. They entertain 
  arguments by both the Confederation and the 
  Zangids as to who would serve them best. The 
  Zangids claim to be best able to combat the drones 
  - the ancient enemies of the creators of these 
  robots. They claim that the Confederation are weak 
  and indecisive - that the Zangids are a warrior 
  people, but with the virtues of honour, dedication, 
  cleverness. 
  The Zangids are polished and suave. They try to 
  sound reasonable and easygoing, and goad the 
  Confederation at every point. 
  ^m* 
  The robots will call a halt to negotiations after a 
  while, and will retire to consider what they have 
  heard. The visitors may explore non sensitive areas 
  of the station, but a robot will accompany them. 
  Negotiations may take a day or two. At one point, 
  the Zangids will try to set up an accident to kill 
  some of the Confederation team - possibly arrange 
  a slow oxygen leak, or an explosive detonation of 
  gasses. They may well do this with a team sent 
  silently over from their ship via space suits and EVA 
  equipment, or with bomb components their team 
  has smuggled aboard the station. Give the 
  Confederation characters a heart-stopping escape! 
  An actual crisis will breakout when the station is 
  suddenly attacked by a drone fleet. The Zangid ship 
  will immediately depart. The Confederation ship is 
  faced with multiple enemy ships, but can lead them 
  off on a chase away from the station. Options might 
  include leading the drones into the nearby 
  minefields, using previous experience and hellishly 
  good piloting to avoid the mines and damage the 
  pursuers. 
  Back on the station, the station has taken damage. 
  Air is escaping, and the Confederation characters 
  will have to suit up and escape sections of the 
  station before they explode. The Zangid Delegation 
  is trapped on a doomed part of the station. The 
  Confederation characters have a chance to rescue 
  them. If they do so - then this will demonstrate to 
  the natives that the Confederation have the most 
  desirable qualities as allies. The Zangids will be 
  banned from the station, and the Confederation will 
  be welcomed. 
  This station can perform all starship repairs. It 
  cannot perform advanced medical procedures upon 
  humanoid casualties. 
  Orbit 3 - Asteroid field 
  Wreckage of an ancient ship has been 
  scattered about a section of the asteroid field. 
  
  The Lucanii Drift 
  Sector 4: Lucanii Delta 
  This wreckage is infected with a virus that 
  causes madness and violence (See Lucanii 
  Delta 3-4 below). In humans, the disease can 
  take 3 weeks to manifest itself. 
  Lucanii Delta 3 
  Star type: A (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: 5 
  Asteroid fields: None 
  Comments: This system is currently being scouted 
  by the Caeliferans. 
  Solar flares from the type 'A' star interfere with 
  communications. Teleporter operations can 
  frequently be disrupted. 
  Planet 1 - Type A 
  A red hot planet, with a thin mantle floating 
  above a molten core. The edges of the planet's 
  tectonic plates are a constant line of volcanic 
  eruptions and waves of magma. 
  Planet 2 - Type C 
  A volcanic world, with some liquid water 
  bubbling about volcanic vents. 
  Planet 3 - Type W 
  Huge canyons criss-cross the surface of this 
  world. There is water ice at the bottom of the 
  canyons. 
  Planet 4 - Type H 
  This planet seems slightly cold. It has large ice 
  caps, and a narrow equatorial band of 
  yellow/green vegetation. 
  A Caeliferan ship is in orbit. They are currently 
  surveying the planet, and have a ground party 
  on the surface. But the vessel is in the grip of a 
  terrible plague (effects iron metabolism 
  creatures - spread through air contact. Causes 
  insane rambling and violent behaviour). An 
  attempt to communicate with the ship will only 
  be answered by an injured bug that is rambling 
  insanely (and who then flees from the alien 
  bridge!) 
  Meanwhile - an Away Team of Caeliferans are 
  trapped below. They had teleported down, and 
  now the ship is not answering their calls. The 
  Away Team are holed up in some caves, but 
  their radio signals have drawn a patrol of 
  Ground Combat Drones that have come from a 
  crashed Drone Ship. The Caeliferans are 
  currently in hiding in the caves. There are 
  enough minerals in the caves to make it 
  extremely dangerous to try beaming them up. 
  They will inform any rescuers that the disease 
  was apparently found on the wreckage of a 
  drone ship encountered in Lucanii Delta 2. 
  Curing the disease requires the player's ship to 
  back track to a previously-explored world where 
  a plant sample or algae sample was taken. This 
  plant matter has an enzyme that cures the 
  plague, but encounters with drones might make 
  extraction difficult. 
  Planet 5 - Type J Gas Giant 
  This small gas giant has three rocky moons. 
  Lucanii Delta 4 
  Star type: G (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 8 
  Asteroid fields: None 
  Comments: A quiet system. The third planet looks 
  rather promising! 
  k ^ » 
  
  Sector 4: Lucanii Delta 
  The Lucanii Drift 
  Planet 1 - Type W 
  A hot, rocky world covered in craters. There are 
  some useful radioactive elements that can be 
  harvested in some of the craters, but these are 
  well hidden by layers of solidified dust, and 
  drilling teams will have to go down and confirm 
  the presence of the ores. 
  Planet 2 - Type W 
  A nickel-iron body. Small but extremely dense. 
  Planet 3 - Type H 
  A planet that has seas and polar ice caps, and 
  a breathable atmosphere. Parts of the 
  equatorial region are covered by rusty red 
  desert, but the ecology seems to be flourishing. 
  There is no sign of active civilisation below. 
  If a ground party lands on the planet, they will 
  discover several local foodstuffs that are tasty 
  and useful. The soil seems fertile. There are no 
  immediate pathogens. There are some large 
  lifeforms that fill the expected roles of herbivore 
  and predator, but the explorers can see these 
  and avoid them. 
  The explorers will find some strange ancient 
  ruins. These consist of buildings made from 
  fused stone. There are many strange, titanic 
  sculptures. Some huge, impressive ruins are 
  covered with bas reliefs. The pictures that imply 
  the inhabitants here were humanoid (in fact, 
  they were descendants of the ancient race who 
  fought the drones, and were marooned here 
  thousands of years ago). 
  ^
  ^
  A 
  • A strange item recovered from the ruins 
  promises to be an interesting object to research 
  -although it causes feelings of disorientation to 
  anyone who touches it. See artefact 1 in the 
  "Useful Artefact" chapter at the end of this book. 
  Adventure 
  Characters who return from exploring the planet 
  feel decidedly depressed and nihilistic. The 
  desolation down below - the futility of all hope... it 
  seems to have gotten to them. 
  The terrible, nihilistic depression is actually caused 
  by a tiny tick - a small parasite encountered in the 
  ruins. Anyone effected by a tick either becomes 
  listlessly depressed, or angrily depressed, 
  depending on their nature. They must make an 
  intelligence roll every hour, otherwise they will 
  become violent or suicidal. They will glumly try to 
  
  The Lucanii Drift 
  Sector 4: Lucanii Delta 
  sabotage the life support system, or march into an 
  airlock to space themselves (leading to dramatic 
  rescues by other characters'.) - Or perhaps hold 
  other crew members hostage at gunpoint. 
  The trouble is that by the time a character is taken 
  to the medical centre on board ship, the tick has 
  usually jumped across to a new host. Each person 
  who went to the planet came back with a tick, and 
  the effects are almost immediate. But the ticks have 
  a 50% chance of jumping to anyone who spends 
  time with the victim. Victims recover about 15 
  minutes after being freed from the tick. 
  The ticks are hard to spot. They like to live hidden in 
  a character's hair or odd little crevices. Only an 
  actual visual scan by a careful doctor will reveal 
  them - waving a medical scanner reveals nothing, 
  but it will show a sudden change in the patient's 
  brain chemistry caused by an unknown source. 
  Planet 4 - Type T 
  A frozen ball of water and ammonia. This liquid 
  is very unpleasant, but can get your floors 
  clean! 
  Planet 5 - Type J Gas Giant 
  A small gas giant surrounded by an array of 
  small moonlets - none of them more than a few 
  kilometres across. 
  After passing this planet, the ship will suddenly 
  be trailed by a small automatic probe. This 
  probe will stay out of beam weapons range, and 
  will follow the ship for the next 1D10 days. 
  Planet 6 - Type L Gas Giant 
  This large gas giant is always wreathed in 
  violent storms. It gives off a constant, harsh 
  noise of magnetic and radio discharge. 
  Planet 7 - Type L Gas Giant 
  A large gas giant. His planet had extensive 
  rings of ice particles. It has only a single moon 
  - a massive world with a surface gravity of 
  about 2 G. 
  Planet 8 - Type T 
  A dark, still world. A rocky core is locked 
  beneath an immense sheath of ice. 
  The planet had 21 moons. The innermost moon 
  has a few valuable warp crystal deposits, but it 
  is deep within the lethal radiation of the gas 
  giant itself. 
  k ^ » 
  
  Sector 5: Lucanii Epsilon 
  The Lucanii Drift 
  Starmap: Lucanii Epsilon 
  
  The Lucanii Drift 
  cctor 5 
  Lucanii Gpsilon 
  This is the home sector of the Caeliferan 
  Republic. Caeliferan ships are relatively 
  common encounters. Zangids are not in this 
  sector. 
  Lucanii Gpsilon 1 
  Star type: B (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: 6 
  Asteroid fields: None 
  Comments: A colony system. Caeliferan ships are 
  frequent visitors. 
  Planet 1 - Type W 
  A rocky world with some unusual metals quite 
  readily available. Caeliferans mine the surface. 
  Planet 2 - Type C 
  A roiling volcanic planet. 
  Planet 3 - Type W 
  A world deep with dust. 
  Planet 4 - Type D 
  The subject of a terraforming experiment by the 
  Caeliferans. Tailored algaes and 
  microorganisms have been introduced, and a 
  large ice comet is currently being broken up to 
  provide extra water for the planetary surface. A 
  Caeliferan science post is present in orbit. 
  Planet 5 - Type G 
  A Caeliferan ship orbits this planet to defend it 
  from drones. 
  Sector 5: Lucanii Epsilon 
  throughout, and a few small twisting continents. 
  The Caeliferans have established a thriving 
  colony here. Perhaps 20,000 of their people live 
  here scattered through the continents and 
  islands. They are relatively carefree compared 
  to many of their species - with a decidedly 
  'share everything - love everyone' lifestyle. 
  Planet 6 - Type T 
  An ice world - frozen and violent with 
  volcanoes. There are some microorganisms 
  growing in the ice that are ferociously 
  infectious. Any organism that comes in contact 
  with them will be colonised and consumed 
  within minutes. 
  Be careful about flying shuttles through volcanic 
  clouds. The microorganisms are often hurtled 
  into the sky along with water vapour. 
  A crashed, damaged drone ship lies close to 
  one of the volcanoes. The Caeliferans have not 
  managed to detect it. The drone seems to have 
  been trapped there for centuries. 
  Lucanii Gpsilon 2 
  Star type: C (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 4 
  Asteroid fields: None 
  Comments: The Caeliferan home world lies within 
  this system. Three Caeliferan ships are on 
  permanent guard. 
  Planet 1 - Type W 
  A seared, scorched, rocky world. 
  This world has very shallow seas covering 
  much of its surface, with many islands dotted 
  iJ^m 
  
  Sector 5: Lucanii Epsilon 
  Planet 2 - Type B 
  An unstable world, heavy with volcanic activity. 
  It is being studied by a Caeliferan science 
  station in orbit above the planet. 
  Planet 3 - Type H 
  The Caeliferan home world. Population 5 billion. 
  The world is defended by an orbital station (200 
  PPB, 3 beam batteries, deflector screens) 
  Caeliferans have a high level of civilisation, and 
  many diverse regional cultures. (Try the fish!) 
  The Caeliferans have an orbital facility her that 
  repairs their own starships. If the Caeliferans 
  become allies, then this facility will be open to 
  Confederation vessels. 
  Planet 4 - Type L Gas Giant 
  This gas giant has 13 moons and hundreds of 
  smaller bodies. The moon is extensively 
  colonised by Caeliferans, who have a 
  population of about 1 million living in space 
  habitats and mining colonies. 
  Lucanii Gpsilon 3 
  Star type: Neutron Star 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: o 
  Comments: This sun went nova 10 months ago! 
  Unless the navigation officer on duty manages to 
  detect and avoid the nova, the ship and crew will be 
  in peril! 
  Lucanii Gpsilon 4 
  Star type: Red Supergiant 
  Light: Medium 
  Heat: Medium 
  Size: Large 
  Number of planets: 5 
  Asteroid fields: One 
  Comments: The Caeliferans fear drone incursion 
  The Lucanii Drift 
  into this sector. A Caeliferan ship is on guard here. 
  Planet 1 - Type A 
  Baked by close proximity to the gigantic sun, 
  this planet has many rich concentrations of 
  useful minerals. Caeliferan technology is not 
  able to mine under these adverse conditions. 
  Planet 2 - Type W 
  A rocky lump. 
  Planet 3 - Type S 
  A planet with high atmospheric pressure. There 
  is water - but it is laden with silicates. Silicon 
  creatures similar to armoured crabs live on this 
  planet, and have achieved a primitive level of 
  society and technology. The Caeliferans are 
  observing the creatures, but have made no 
  attempts to initiate contact. 
  Orbit 4 - Asteroids 
  Many interesting elements here might be worth 
  mining. A Caeliferan science team are 
  investigating the region. 
  Planet 4 - Type T 
  An icy wasteland. There are some dangerous 
  creatures here (Ice Creature, S&S 2nd Ed, P 
  61). A type of ice lichen grows here that is a 
  valuable healing agent/anti plague agent for 
  characters that have cobalt metabolisms. 
  Planet 5 - Type J Gas Giant 
  This planet has two large moons. One of these 
  has strange psionic emanations. 
  Adventure seed 
  Any psionically powered character exploring the 
  surface of this moon will eventually undergo 
  strange and eerie visions. Sometime these can be 
  fatal - other times, the character emerges with new 
  insights into themselves. (Run these scenarios as 
  strange dream quests that test morals and place 
  the character and their loved ones in danger). 
  ^pi 
  
  The Lucanii Drift 
  Sector 5: Lucanii Epsilon 
  Lucanii Gpsilon 5 
  Star type: A (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: 2 
  Asteroid fields: None 
  Comments: This system has seen a huge battle 
  between the Caeliferans and the drones. There are 
  at least a dozen shattered ships in this system. The 
  Caeliferans won the day, but their fleet has taken 
  50% losses. They need help against the menaces that 
  threatens their civilisation. 
  A single damaged Caeliferan ship remains. They 
  need immediate medical and life support 
  assistance. It is likely that a damaged drone ship will 
  reactivate and close in right in the middle of rescue 
  operations... 
  Planet 1 - Type O 
  A planet with a very elliptical orbit that exposes 
  it to great extremes of hot and cold. During the 
  winter, the atmosphere all but freezes, as do 
  the seas of liquid water. In the summer, the 
  seas melt and the atmosphere violently thaws. 
  Huge storms enfold the planet. 
  After the winter storms at the north pole, 
  valuable heavy minerals are deposited at the 
  surface of the pole. These can be easily 
  scooped up and collected. 
  Planet 2 - Type W 
  A rocky world banded with ice. 
  The planet is a rich source of the mineral 
  korinium - which is essential for the creation of 
  the brains that operate drones. 
  Lucanii Gpsilon 6 
  Star type: K (orange) 
  Light: Dim 
  Heat: Medium 
  Size: Small 
  Number of planets: 6 
  Asteroid fields: None 
  Comments: A Caeliferan colony world. A space 
  battle is in progress as the player characters' ship 
  arrives. A Caeliferan ship is desperately trying to 
  fight off a drone mother ship, and is losing badly. 
  Planet 1 - Type W 
  A dim, dull lump of nickel iron. 
  Planet 2 - Type F 
  This dry desert world is home to a small 
  Caeliferan colony. About 200 Caeliferans are 
  trying to make homes for themselves in oasis 
  that are sited in deep craters. The regions about 
  the craters are dry sands haunted by strange 
  energy beings. 
  Adventure 
  The Caeliferans have lost their power generators. 
  They are desperate, since their egg chambers need 
  to be cooled if the eggs are to remain viable. 
  They dare not signal for help from home, due to the 
  chance of attracting drones. 
  If player characters help the locals out, they will find 
  that something has been eating the power lines 
  that run 50 kilometres from the colony's rather 
  primitive fusion generator to the colony itself. Sand 
  Dragons (S&S 2nd Ed, P 65) are in a mating/feeding 
  frenzy in the area. These cables seem to be like 
  catnip/PCP to these creatures! 
  The fusion powerplant is dangerously unstable, and 
  probably cannot be salvaged. 
  A solution might be to install some kind of new 
  powerplant -
  k^P 
  
  Sector 5: Lucanii Epsilon 
  The Lucanii Drift 
  Recovering a crashed drone on the 3rd planet might 
  yield a drone powerplant. Being more reliable, it 
  can safely be placed in the main colony, with power 
  lines raised up high so that they do not attract sand 
  dragons. 
  Planet 3 - Type W 
  A crashed drone scout ship lies on this planet. 
  Its powerplant is operating and it has a full load 
  of ground combat drones and mech drones. Its 
  communication arrays are down - but the mech 
  drones are working to build a new transmitter. 
  Once a transmitter is finished, they will call for 
  drones to come and attack this system. 
  These creatures might also make their 'puppet' 
  sabotage the efforts of hunters or miners, 
  damaging equipment to leave more prey 
  vulnerable to the beast's hunger. These 
  creatures are immune to physical weapons, but 
  can be destroyed by a beam weapon set to 
  'heat' setting (this does 2D6 damage). 
  Ship based sensors cannot detect these 
  creatures. Hand held units can detect them only 
  when they move, or for a time after they have 
  eaten. 
  Planet 5 - Type T 
  A dense ball of ice. Oddly beautiful! 
  Planet 4 - Type J Gas Giant 
  This gas giant has 5 moons. A careful survey 
  will show that there are valuable warp crystals 
  available on one of the ice moons. This ice 
  moon is home to some very nasty creatures. 
  Planet 6 - Type W 
  A frozen world of ice and rock. 
  The Mind-Eater of Lucanii Epsilon 6-4-4 
  Encountered: 1 
  Movement: 120 (40) 
  Intelligence: low 
  Psionic potential: 3D6 active 
  Hits:3D8 
  Armour: -4 
  Attacks: 1 
  Damage: Crush & smother for 1D6 
  Morale: 6 
  XP: 100 
  This terrible creature looks like a blanket of 
  snow about 2 metres across. They make a 
  psionic attack against victims that come within 
  line of sight, blanking their wills and turning 
  them into a puppet. They them make their 
  victim walk out into the snow, where the evil 
  creature awaits them. Once a character is in the 
  grip of a successful attack by the monster, the 
  victim will automatically take 1D6 damage per 
  turn unless the victim somehow breaks free. 
  ^pi 
  
  The Lucanii Drift 
  Sector 5: Lucanii Epsilon 
  k^p 
  
  Sector 6: Lucanii Zeta 
  The Lucanii Drift 
  Starmap: Lucanii Zeta 
  
  The Lucanii Drift 
  Sector 6: Lucanii Zeta 
  Sector 6 
  Lucanii Zeta 
  Caeliferan ships have not yet penetrated this 
  sector. Zangid ships have begun to explore the 
  region, looking for systems to exploit. 
  Lucanii Zeta 1 
  Star type: K (orange) 
  Light: Dim 
  Heat: Medium 
  Size: Small 
  Number of planets: 5 
  Asteroid fields: Extremely dense Kuiper belt 
  Comments: This star system seems to swim in the 
  nebula. Bright gasses and wafts of colour light up 
  making the star system drift with eerie light. 
  Planet 1 - Type W 
  A dusty world where deep craters now form 
  seas of dust. At the bottom of these craters, 
  rare earth elements collect in useful drifts and 
  seams. Detecting these minerals can be quite 
  difficult. 
  Planet 2 - Type E 
  A seemingly deserted world, surrounded by a 
  strange swirl of ion storms.... 
  Adventure 
  A Zangid ship swims suddenly into view through the 
  mists and storm. Battle stations'. 
  But suddenly - both ships seem to lose power. 
  Suddenly, members from the players' crew will be 
  teleported off their ship. Player characters will find 
  themselves penned inside force field cells about a 
  strange alien arena in a massive cavern. There are as 
  many Zangid prisoners as there are Confederation 
  prisoners. 
  An apparition appears, declaring itself to be the god 
  Mars- and that he demands worship from the 
  worthy. He will grant his patronage to the most 
  fitting lords of the stars! For as it was in ancient 
  times - none may prosper unless they beg the 
  favour of the gods. Mars demands to know - how 
  will the prisoners prove their worth? 
  The Zangid Captain will challenge the Confederation 
  captain (or another suitable player character) to a 
  duel! 
  A duel is fought with primitive weapons under the 
  eyes of the apparition. If the player character wins 
  but refuses to slay his downed opponent, Mars is 
  displeased. If the player wins and slays his opponent 
  - the player character becomes enslaved to the will 
  of Mars. If the Zangid wins - Mars looks fatigued, 
  and vanishes. Before the death blow can be struck, 
  all combatants are returned to their cages. 
  Mars is fatigued after the fight. He vanishes, and the 
  prisoners find themselves each in a different prison 
  - one for the Zangids, and one for the 
  Confederation. But the prisons include baths and 
  gymnasiums. Mars appears after a while and lays on 
  a feast for his 'guests'. He bids them enjoy the 
  baths. Mars sits where he can hear each side boast 
  of their prowess. He prevents characters from 
  moving past the baths and into the great, dark 
  spaces beyond. A statue of Mars seems to be able to 
  draw his attention - anyone approaching the statue 
  sets up a strange pulsation, and Mars will then 
  speak through the statue. 
  Mars demands proof of his guest's martial prowess. 
  He wants worship and games in his honour. He will 
  entertain suggestions. With a flick of his hand, he 
  can make a player suddenly have to face a 
  Manphibian, armed with nothing but a spear. 
  Mars is insubstantial, and cannot be physically 
  attacked. He can, however, stun a target with a 
  J^m 
  
  Sector 6: Lucanii Zeta 
  The Lucanii Drift 
  glare from his eyes (2D6 stun damage). If he does 
  this too often, he weakens, and will eventually 
  disappear. 
  A female character might try to flatter and woo 
  Mars (playing 'Venus" or "Bastet" to his Mars). This 
  will grant the rest of the player characters time to 
  explore and scheme. It will also provide some 
  intelligence on exactly who and what Mar is. 
  Essentially - Mars is one of a race from the psionic 
  plane that can feed upon worship. His lord, Jupiter, 
  withdrew his pantheon from Earth's physical plane 
  when it seemed that he had taught justice and 
  courage to the primitives of that world. But Mars 
  hungers for worship once more. He has sensed that 
  a conflict might be about to grip the galaxy. He 
  wishes to push it on and cause a war, and assist one 
  side to victory! He will be worshipped and powerful 
  in this place once more. 
  If Mars is sufficiently distracted by romance or by 
  games, the player characters will be able to explore 
  the dark area beyond the baths. They find there is a 
  temple that is blocked off by a thin force field, and 
  in this temple there seem to be statues to several 
  gods. Jupiter, god of Justice, is at their head. 
  This force field can be weakened by requiring too 
  much attention from Mars. If many things go wrong 
  in many places at once, he cannot concentrate upon 
  the forcefield 
  If characters can enter the temple, then the voices 
  of the old gods demand to know why they have 
  been summoned once more to this dimension. If a 
  player appeals to the justice of the old gods ("Kirk" 
  your way out of it! Make a 'contact' skill roll), the 
  gods will curb Mar's activities. The players will find 
  themselves back on their ship, 1D6 lightyears away 
  from the original star system in a random direction. 
  Planet 3 - Type T 
  A storm-swept ice world, where the upper layer 
  of carbon dioxide ice turns to vapour at dawn, 
  erupting upwards - coming down as blinding 
  carbon dioxide snow on the night side of the 
  globe. 
  Planet 4 - Type T 
  A silent, icy world with very little to recommend 
  it. 
  Planet 5 - Type K Gas Giant 
  A moderately large gas giant with nine moons. 
  Very careful scans will reveal that the outer 
  moon has liquid oceans sewn amongst its 
  extensive ice covering. These oceans teem with 
  life - including some massive edible fish/eel 
  creatures that are extremely tasty. It might be a 
  valuable food resource. 
  Orbit 6 - Dense Kuiper belt of comets and small 
  planetoids. 
  A wide disk of comets, ice chunks and small 
  planetoids surrounds this system. 
  Lucanii Zeta 2 
  Star type: G (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 6 
  Asteroid fields: None 
  Comments: Quite close to the Sakura nebula, this 
  system has skies dominated by the rich pink and red 
  colours of the nebular gas. 
  Planet 1 - Type B 
  Lifeless and unstable. Common metals are 
  easily available in molten form near great rifts in 
  the crust. These metals would be very 
  dangerous to collect! 
  ^pi 
  Planet 2 - Type W 
  
  The Lucanii Drift 
  A wold of cracked rock and red oxides. 
  Planet 3 - Type H 
  A planet with a breathable atmosphere, and a 
  great many different biomes and eco systems. 
  There seems to be no intelligent life. 
  The environment is rich. Many creatures here 
  have developed basic psychic powers. A dog-
  sized predator attacks by projecting a blast of 
  psychic force for 2D6 damage out to 20 metres. 
  Some herbivores are fleet enough to escape an 
  aggressor. But others have force shielding that 
  resists psychic attack. The creatures are well 
  worth further study. 
  The most irritating creatures here are fluffy 
  squirrel/tarsier creatures that empathically 
  project towards player characters, filling them 
  with a desire to care and feed for the creatures! 
  Player characters might find themselves happily 
  spending hours picking berries for the little 
  nuisances, grooming them, and possibly 
  smuggling them aboard ship. 
  Lucaniian Fluff-Tail Brain Tarsier 
  Encountered: 1D6 
  Movement: 120 (40) 
  Intelligence: Animal 
  Psionic potential: 3D6 active 
  Hits: 1D4 
  Armour: 0 
  Attacks: 1 
  Damage: i(minor bite) 
  Morale: 6 
  XP:5 
  These creatures use empathic projection to 
  convince other animals to care for them, feed them 
  and protect them. 
  Planet 4 - Type X 
  A planet of poisonous gasses and hydrochloric 
  acid rains. There are creatures down in the 
  clouds and on the surface - acidic beings that 
  Sector 6: Lucanii Zeta 
  could destroy a protective suit or a human 
  being with a single embrace. 
  Chemicals combine to create exotic metals and 
  compounds in the sea shores and riverbanks. It 
  would be utterly foolhardy to attempt to collect 
  them. Still - if a ship is damaged, materials 
  could be found here that will repair 10 PPB of 
  damage to the ship. 
  Planet 5 - Type T 
  A cold ice ball. The planet is relatively 
  uninteresting - but its single moon has a large 
  crater that is filled with exotic heavy elements. 
  Planet 6 - Type K Gas Giant 
  A luminously beautiful planet, with great 
  glittering, broad rings. 
  Lucanii Zeta 3 
  Star type: A (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: 8 
  Asteroid fields: None 
  Comments: Space Barnacles live here! 
  Planet 1 - Type C 
  Several active volcanoes sheath this planet in a 
  dense layer of clouds. The temperatures at the 
  planetary surface are high enough to turn metal 
  to slag. 
  Planet 2 - Type W 
  A scorched, rocky planet with very 
  recommend it. 
  leto 
  Planet 3 - Type W 
  This pitted, cratered world has seen a great 
  k ^ » 
  
  Sector 6: Lucanii Zeta 
  The Lucanii Drift 
  many impacts from meteorites. It does have 
  some rare earth elements available, but these 
  can be found only after many days of careful 
  scanning. 
  Planet 4 - Type F 
  A desert planet where huge craters from 
  ancient impacts are now essentially sand seas 
  surrounded by mountain chains. 
  The sands contain rare elements essential for 
  the creation of superconductors. These could 
  be sieved out in order to repair damage to a 
  starship, and might prove to be a valuable 
  mining resource. 
  Deep within the sand seas are the mighty sand 
  ^pi 
  worms (use "Purple Worm" stats from Labyrinth 
  Lord, P 92.). These predators are attracted by 
  power usage or by vibrations out on the sands. 
  Purple worm venom also turns out to be an 
  important cure for a few of the more colourful 
  space plagues... 
  • A strange accumulation of metals found deep 
  in the sands seems well worth taking aboard 
  ship for further investigation. See artefact 3 in 
  the "Useful Artefact" chapter at the end of this 
  book. 
  Planet 5 - Type E 
  A world with a thin atmosphere, but humanoid 
  life can live here with the aid of compressor 
  
  The Lucanii Drift 
  Sector 6: Lucanii Zeta 
  masks. A number of roach-like lifeforms seem 
  to be the most advanced forms of life. They are 
  surprisingly hard to kill, and seem to actually 
  thrive on radiation! 
  ... And remember: roach milk is good for you! 
  Beware of "Dust Devils" (s&S 2nd Ed, P 57). 
  These are what cause the drifts of metallic dust 
  Planet 2 - Type W 
  A rust red rock. There are a lot of simple metals 
  available here, but nothing of real interest. 
  Planet 6 - Type K Gas Giant 
  A gas giant with 4 moons and perhaps 50 
  smaller bodies. Very broad rings encircle this 
  planet. These provide a possible hiding place 
  for drones and space vessels. 
  Planet 7 - Type J Gas Giant 
  This small gas giant has three moons. One of 
  these moons has liquid water that clusters 
  about volcanic vents. There is a very stinky 
  algae growing here that can actually serve as a 
  useful bandage for wounds. Anyone treated 
  with this substance as a first aid procedure 
  heals 1 extra point. 
  Planet 8 - Type T 
  An ice planet that is constantly swept by storms 
  of carbon dioxide ice and snow. 
  Lucanii Zeta 4 
  Star type: F (white) 
  Light: Bright 
  Heat: Medium 
  Size: Small 
  Number of planets: 4 
  Asteroid fields: None 
  Comments: Drones patrol this system - but they 
  can be avoided with some careful piloting. 
  Planet 1 - Type C 
  Wrenched by earthquakes as its crust cools 
  and contracts, this world is in a state of 
  upheaval. A day of scanning will reveal that 
  there are several areas where rare elements 
  form drifts of dust. 
  Planet 3 - Type E 
  A stable world with volcanoes and a great many 
  shallow seas. 
  A few single celled organisms have evolved in 
  the waters. 
  Planet 4 - Type V (appears to be a type H) 
  This planet is lush. Jungles and swamp cover 
  much of its surface, with a few shallow seas. 
  The icecaps at the poles are very small. 
  Adventure 
  Psychic characters will detect that someone or 
  something seems to be mentally scanning the ship. 
  They can narrow this point down to a few square 
  kilometres somewhere in the jungles below. 
  A strange field emanating from this planet is not 
  initially detectible. But it slowly interferes with the 
  ship's antimatter pods. 
  Ship's weapons immediately become unusable 
  (though this may take a long time for the player 
  characters to realise). Transporter operations will 
  become impossible after an hour of exposure to the 
  field. Ship's power will vanish entirely after 4 hours. 
  (A shuttle might be made to land if it has not 
  previously been energised). Communicators will 
  soon also fail. 
  The planet itself is highly dangerous. Armoured 
  puffballs (S&S 2nd Ed, P 64) and Scaled Cones (S&S 
  2nd Ed, P 55) are common creatures down in the 
  jungle. 
  Drones have set up a machine here that is somehow 
  drawing energy out of a rift that has been opened 
  k^p 
  
  Sector 6: Lucanii Zeta 
  The Lucanii Drift 
  into the psionic plane. The drones are storing the 
  energy in crystals (basketball sized crystals that 
  each store 5 points worth of starship power). It 
  might be possible to evade the drones and 
  somehow creep into their base. 
  An alien intellect from the psionic plane is trapped 
  inside a machine that is inside the drone facility. It is 
  being tortured and forced to keep the rift open. If 
  players can release this entity, then it can take them 
  to the main control room where the machine can be 
  set to overload. The psionic creature will then 
  escape back to its own plane. 
  The overload will destroy the drone base and 
  everything around it in a matter of minutes. The rift 
  will shut down immediately - restoring power to 
  the ship and allowing teleportation. The Away Team 
  can escape - hopefully carrying some energy 
  crystals with them. 
  ^pi 
  
  The Lucanii Drift 
  Sector 7: Lucanii Eta 
  cctor 7 
  Lucanii Gta 
  Drones, Zangids, Caeliferans, space 
  ameobas... Just another peaceful corner of the 
  Lucanii Drift! 
  Lucanii Gta 1 
  Star type: M (red) 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 5 
  Asteroid fields: One 
  Comments: 
  "MostlyHarmless..." 
  Planet 1 - Type C 
  A slightly turgid world, with storms crossing its 
  surface. 
  Planet 2 - Type E 
  A planet with a thin atmosphere. The surface is 
  home to a scuttling creature much like a whip-
  spider that can grow up to 2 metres across. It is 
  very thin in cross section, and can slip beneath 
  doors or through all sorts of narrow gaps. They 
  are aggressive predators, and can come 
  aboard ship by clinging onto the outside of 
  shuttles. The creatures can survive in vacuum 
  for an hour or two. Once in a warm place and 
  fed, they will lay a few hundred eggs. 
  "Flat-Spider" 
  Encountered: 1D6 
  Movement: 120 (40) 
  Intelligence: Animal 
  Psionic potential: D4 inactive 
  Hits: 1D8 
  Armour: 0 
  Attacks: 1 
  Damage: iD4+poison 
  Morale: 8 
  XP:i5 
  These horrible creatures scuttle forward 
  through darkness and shadows. They can slip 
  through small cracks. The creatures seize prey 
  in their claws and cling on, biting with a piercing 
  beak that injects poison. The poison effects all 
  cobalt and copper-based metabolism creatures, 
  requiring a poison save. A failed save causes a 
  character to go into convulsions for 1D6 rounds 
  and then die unless immediately treated by a 
  medical officer. 
  Victims with other metabolisms must save vs 
  poison. If they fail, then they become extremely 
  sick and nauseous, going into convulsions for 
  1D6 rounds. 
  Adventure 
  Some interesting energy signatures are coming 
  from some hills near the equator. On closer 
  examination, the 'hills' are fallen stone ruins. 
  A series of interlinked artificial tunnels form a maze 
  beneath a set of old ruins on the planet. These ruins 
  are an excellent place to accidentally discover the 
  local wildlife. The tunnels are delicate, and cave-ins 
  can happen - so be careful with those beam 
  weapons'. If a shot misses, it can block a tunnel! 
  The tunnels are masking a strange energy signature 
  that cannot quite be pinpointed. A ground team 
  searching the tunnels will eventually find a large 
  room that has a cleft that is lined with a crystal 
  formation. The room glows with light. This cleft has 
  the property of recharging and healing the warp 
  crystals that are used as a basis of starship power 
  systems. In effect, if a ship is stripped of its warp 
  and shield capabilities, its crystals can be brought 
  down to this cavern and healed. This will repair 2D6 
  damage to the ship. 
  k^p 
  
  Sector 7: Lucanii Eta 
  The Lucanii Drift 
  Starmap: Lucanii Gta 
  
  The Lucanii Drift 
  Sector 7: Lucanii Eta 
  Planet 3 - Type J Gas Giant 
  A small gas giant. It has captured a large, 
  irregularly shaped ice comet as a moon. 
  Planet 4 - Type K Gas Giant 
  A large gas giant ringed about with gas and ice 
  crystals. The planet has 11 large moons. A few 
  days of close scanning will reveal several areas 
  that might yield industrial heavy elements. 
  Planet 5 - Type J Gas Giant 
  A small gas giant. A single enormous moon 
  gives the gas giant a distinct tidal bulge. The 
  moon classes as a type E world. Several 
  primitive jellyfish and paramecium-like 
  creatures live in the tide swept seas. 
  Orbit 6 - Asteroid field 
  Extensive asteroid fields surround this system, 
  with many planetoids in orbits far out from the 
  primary. These all show signs of having been 
  parts of two different planets, both of which 
  seem to have been utterly destroyed. 
  Lucanii Gta 2 
  Star type: G (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 6 
  Asteroid fields: None 
  Comments: This system contains very ancient 
  wreckage from battles between ancient war vessels 
  and drones. 
  Planet 1 - Type A 
  A churning, unstable world. 
  Planet 2 - Type W 
  A deeply cratered rocky world. It may once 
  have been dotted with some sort of industrial 
  facilities. There are deep ancient mining sites 
  that have survived. 
  Planet 3 - Type U 
  A world that is orbited by debris left from a 
  shattered moon. The planet is heavily cratered. 
  There were once cities on the planet: impact 
  from debris has all but obliterated them. 
  Adventure 
  There are power readings coming from a series of 
  caverns beneath the surface. Upon teleporting or 
  flying down, an Away Team will discover halls 
  littered with ancient alien corpses and weird robots. 
  There are storage bins that seem to contain food 
  stuffs. Interestingly enough, there are also some 
  large memory banks that seem to hold stored 
  transporter patterns. Most are destroyed, but one 
  still survives. Stored power has almost faded, and 
  the patterns of the stored life forms will soon be 
  lost. 
  Activating the machinery will materialise 2 aliens at 
  the base of the machine. These were archivists in 
  charge of storing data. The species were the people 
  who created the drones (and were subsequently 
  destroyed by them), so they may have important 
  information. But the two aliens are dazed and 
  terrified. 
  When one of the aliens discovers that the other 
  teleportation units have been destroyed, it will run 
  amok. It looks wildly about itself for an enemy, and 
  will attack its rescuers, certain that they are allies of 
  the drones. The other will attempt to communicate 
  with its rescuers. It will be unaware of how long it 
  has slept. But it reveals that they were at war with 
  the drones. There is information that might allow 
  researchers to completely negate the shields of the 
  drones. The other alien is a weapons specialist, and 
  knows the memory banks in which this information 
  was stored. 
  If the group go the indicated memory banks several 
  levels below, the information is available for 
  download, just as promised. But as he initiates the 
  download, the paranoid alien will activate the 
  k^p 
  
  Sector 7: Lucanii Eta 
  The Lucanii Drift 
  planet's defence systems. He still believes the player 
  characters are enemies working with the drones! 
  The planetary defences consist of deep bunkers 
  that generate meson particles timed to explode at 
  an exact place and time. In effect, any ships in orbit 
  will be attacked by explosions that automatically 
  deal 2D3XS PPB points damage, but also cause all 
  crew to save vs radiation. Crew who fail are struck 
  with 1D6 damage from radiation burns. 
  The ship must move, or face certain destruction as 
  the meson cannons zero-in on their target. Return 
  fire is impossible - the meson guns seem to be 
  buried all over the planetary surface. The meson 
  cannons are short ranged. The ship will have to pull 
  immediately away out of range and leave the Away 
  Team to its own devices. No beam-up is possible 
  while the ship had shields up and is taking fire. 
  The planetary defence system will target any ship or 
  shuttle in orbit. It was clearly once a more powerful 
  system - the destroyed moon as a result of the 
  planetary defence system running amok. 
  Down on the planet's surface, the Away Team will 
  have to find a way to disable the power of the 
  meson gun system without blowing themselves up! 
  Mesons can be projected anywhere - they are not a 
  beam (science officers will know this). The guns 
  could thus be targeted upon one another. 
  This will require breaking into the computer banks, 
  and dealing with guardian robots and automatic 
  gun blisters. 
  Fun! 
  Planet 4 - Type T 
  A frozen ice ball. A derelict ancient ship is 
  frozen deep within the ice. It is almost 
  undetectable. The ship had been boarded by 
  micro-drones. 3 swarms of drones lie dormant 
  inside the hull. 
  • A section of the derelict's tractor/pressor beam 
  array shows some unusual design features. The 
  unit does not seem to be made by the same 
  technology that fashioned the rest of the ship. It 
  is also impossible to open and study. Clearly it 
  merits further investigation. See artefact 2 in the 
  "Useful Artefact" chapter at the end of this book. 
  Planet 5 - Type J Gas Giant 
  A small gas giant that displays some 
  spectacular storms. Ship's sensors and 
  teleporters are largely inoperable in close 
  proximity to this planet. 
  Planet 6 - Type W 
  A rocky planet that is streaked with bands of 
  ice. 
  Lucanii Gta 3 
  Star type: K (orange) 
  Light: Dim 
  Heat: Medium 
  Size: Small 
  Number of planets: 4 
  Asteroid fields: None 
  Comments: There is an SOS beacon signalling from 
  planet 1. 
  Planet 1 - Type H 
  A race of huge, powerful humanoids live on this 
  planet (use stats for Ogres from Labyrinth Lord, 
  P 90). They are formed into violent tribes, and 
  armed with steel swords, axes, bow and spears. 
  ^pi 
  Adventure seed 
  Why go down to the planet? Well - there is an 
  automatic SOS beacon bleeping away. A 
  Confederation prospecting ship has crashed in the 
  area. The survivors have been lording it over a tribe 
  of the local species, using their "god weapons" to 
  conquer other tribes and set up an empire! These 
  survivors will be keen to trick player characters into 
  giving up weapons and power packs that will allow 
  
  The Lucanii Drift 
  Sector 7: Lucanii Eta 
  them to continue their empire building. 
  If captured by the other tribes, player characters 
  will be presumed to be yet more 'sky demons'. They 
  will be sacrificed to the natives' dark and terrible 
  gods-
  Planet 2 - Type W 
  A relatively uninteresting rock. 
  Planet 3 - Type M Gas Giant 
  A large gas giant. This planet is storm ridden 
  and wild. It interferes with communicators and 
  teleporters anywhere in its region. 
  The planet has 9 large moons, and about 80 
  smaller orbiting bodies. 2 or 3 days of scans will 
  reveal that there are some potential mining 
  sites, but nothing of particular interest. 
  Planet 4 - Type M Gas Giant 
  A super gas giant - extremely large! The entire 
  solar system is effected by the mass of this 
  planet. It radiates a great deal of heat and 
  radiation. 
  There are several hundred tiny moons, and 
  fifteen large ones. One of these shows promise 
  as a source of weird petrochemicals and 
  polymers. 
  Planet 1 - Type W 
  A heavily damaged rock, partially shattered. Its 
  orbit is littered with debris. 
  Planet 2 - Type F 
  A dry desert planet. The deep desert consists of 
  very fine sand. There are rocky areas around 
  the planet that support scrub and lichen like 
  trees, Mirage Palms (S&S 2nd Ed, P 63) and 
  occasional armadillo-like herbivores and small 
  bugmice. 
  Out in the deep sands, giant boomerang 
  shaped creatures cruise along the dunes, 
  floating a dozen centimetres from the sand via 
  electrostatic repulsion. These creatures sift the 
  sand for organisms and minerals. 
  There are smaller versions of these creatures 
  perhaps 30-60 CMs wide that make very 
  strange house pets. 
  Planet 3 - Type W 
  A rather bland rock. 
  Planet 4 - Type T 
  A large, frozen world with a high surface gravity 
  (1.8G). 
  Orbit 5 - Dust Spiral 
  It's pretty! 
  Lucanii Gta 4 
  Star type: G (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 4 
  Asteroid fields: Dust spiral 
  Comments: A spectacular debris field surrounds 
  this system. It shimmers with the light of the yellow 
  sun. 
  Lucanii Gta 5 
  Star type: O (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Large 
  Number of planets: 8 
  Asteroid fields: None 
  Comments: This system contains a newly built 
  drone manufacturing facility. The drones have just 
  created this facility in response to the sudden 
  activity in the Lucanii Drift. 
  k^p 
  
  Sector 7: Lucanii Eta 
  The Lucanii Drift 
  A trio of mother ships guard the system. There is 
  also a regular drone ship that can pursue enemies 
  and gather intelligence. Players might want to find 
  some allies before they return and try to attack! 
  The solar flares from this sun cause a great deal of 
  interference to sensors. Vessels within the first 
  orbit will have great trouble seeing and being 
  seen... If a ship could drop out of warp on the far 
  side of the sun from the 3rd planet and its guardian 
  fleet, it might be possible to stay out of sight and 
  creep close to the 1st planet... 
  Planet 1 - Type A 
  A violent world, torn by tides and hammered by 
  radiation from solar flares. Not a great place for 
  a holiday! But it might serve as cover from the 
  sensors of the local drone fleet. 
  This planet has a swift orbit, and can come 
  close very to the 2nd planet. It might be 
  possible to boost power on teleporters and 
  send an Away Team to the 2nd planet... Or 
  send out a team by shuttle, keeping it shielded 
  from the sensors of the ships around the 3rd 
  planet. 
  Planet 2 - Type W 
  Rocky and blank. But there are warp crystals to 
  be found here. A mining facility run by dozens of 
  mechanic drones and guarded by ground 
  combat drones is in operation. Shuttles are left 
  off to one side - largely unguarded and 
  automated. When enough crystals have been 
  gathered, drones load bins with crystals, and 
  the shuttles fly to the 3rd planet. It would be 
  perfectly possible to sneak aboard one of these 
  shuttles and accompany the next shipment... 
  Planet 3 - Type F 
  Drone manufacturing facility! 
  in geosynchronous orbit above the ship yards. A 
  badly damaged drone vessel is landing on the 
  planet to undergo repairs. 
  New drone ships are created down on the 
  planet, underneath a very heavy defensive 
  shield (roll twice to remove incoming damage). 
  No one can beam in or out while the shield is in 
  operation. But a team could sneak in by hiding 
  inside a captured drone vessel. 
  Drone mechanics are currently building 2 drone 
  vessels and a mothership, working steadily. The 
  ships are partly finished. Patrols of ground 
  combat drones cruise through the ship yards 
  and watch the perimeter. There are automated 
  vehicles cruising about, collecting metal from 
  automated mines, delivering equipment to the 
  mech drones, and moving down into garages 
  beneath the surface. 
  The base's power plant is underneath the main 
  ship yards. From here, the shield could be shut 
  down, or the powerplant overloaded to destroy 
  the entire facility, ships, drones and all. 
  Planet 4 - Type W 
  A nasty, icy cold rock. There are some useful 
  metals here. Drones have a mining operation 
  here that scoops rare earths that are needed for 
  hyperdrives. 
  Planet 5 - Type J Gas Giant 
  A small gas giant that has two extremely large 
  moons. 
  Planet 6 - Type T 
  An ice planet that has a surface battered 
  constant storms and twisters. There is some 
  nasty wild life here. Sure hope no one had to 
  wind up here in an escape pod... 
  This desert world is being used as a shipyard to 
  manufacture more drones. A fleet of 3 mother 
  ships and a drone combat vessel are currently 
  ^pi 
  Planet 7 - Type K Gas Giant 
  A medium-sized gas giant that has two rings 
  one ring at a 25" angle to the other. 
  
  The Lucanii Drift 
  Sector 7: Lucanii Eta 
  Planet 8 - Type W 
  A rocky planet covered in a frozen layer of 
  carbon dioxide. 
  k^p 
  
  Sector 8: Lucanii Theta 
  The Lucanii Drift 
  Starmap: Lucanii Theta 
  
  The Lucanii Drift 
  Sector 8: Lucanii Theta 
  cctor 8 
  Lucanii Theta 
  Drones, Caeliferans and Zangids have all 
  begun to creep into this area, investigating 
  signals leaking from the nearby Confederation 
  colonies. 
  Lucanii Theta 1 
  Star type: White Dwarf 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 4 
  Asteroid fields: Yes 
  Comments: An immense debris layer forms a 
  double spiral through the entire outer system. 
  Planets 2, 3 and 4 are actually within the debris 
  field. 
  The system's debris layer is made up from cometary 
  impacts and planetary remnants. It is rich in water 
  ice and mineral-rich fragments. 
  The debris layer has some interesting rare elements 
  that might be worth scoop mining. Surveying the 
  debris spirals takes a minimum of 2 days. 
  Planet 1 - Type P 
  This planet migrated inwards after the star 
  transformed into a white dwarf. It has 
  subsequently developed an atmosphere that 
  can support life. 
  The planet has a dense, foggy atmosphere as 
  well as frequent volcanoes. Most creatures on 
  this planet use sonar echo-location on order to 
  'see' their environment. 
  This can be a dangerous place to explore - the 
  wildlife can attack at any moment out of deep 
  fog. But the planet collected many interesting 
  minerals during its primary's metamorphosis. It 
  would make an excellent target for mining. 
  Planet 2 - Type W 
  A rocky remnant world. Nothing of interest, but 
  weird sensor readings might waste a certain 
  amount of surveying time. 
  Planet 3 - Type T 
  There is water ice present here all over the 
  surface. Some free water is far below the ice, 
  kept liquid by thermal vents. 
  Planet 4 - Type W 
  This rocky body was once the core of a gas 
  giant. There are large diamond deposits here, 
  as well as other interesting crystals. Surveying 
  this world will take 2D3 days. It seems to be a 
  very valuable find! 
  Energy effects tend to linger here - transporting 
  down or up from the planet causes weird 
  energy fluctuations on both ends of the circuit. 
  An insidious crystal life form lurks in the caves 
  and cervices here. These creatures resent any 
  encroachment into areas that have blue 
  diamond crystals which they form into nests to 
  attract mates. But they particularly crave 
  calcium. They can sense calcium at a great 
  distance 
  Crystal Creature of Lucanii Theta 1-4 
  Encountered: 1D3 
  Movement: 120 (40) 
  Intelligence: Low 
  Psionic potential: 3D6 active 
  Hits: 4D8 
  Armour: -6 
  Attacks: 1 
  Damage: Paralyse, Calcium drain iD6/rd 
  Morale: 9 
  XP: 135 ' 
  k^p 
  
  Sector 8: Lucanii Theta 
  The Lucanii Drift 
  Sinister serpentine creatures made of hard 
  crystal. It is extremely hard to spot these 
  creatures in their native crystalline 
  environment. 
  These creatures bemuse prey by shimmering 
  psychic lights from their crystal shards. This is 
  a psionic attack. If successful, the victim is 
  paralysed. The crystal creature then flattens 
  itself over its victim and somehow absorbs the 
  calcium out of its victim's body, leaving no 
  visible marks. The victims are found as 
  horribly boneless corpses... 
  Crystal creatures can be shattered by sonic 
  generators. 
  Sometime after transporting something up 
  from the planet, there is a chance that the 
  energy surge will bring a crystal creature (or 
  two or three) up onto the ship. The creatures 
  will immediately slide off into the air ducts, and 
  go hunting. 
  Lucanii Theta 2 
  Star type: A (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: 5 
  Asteroid fields: Yes 
  Comments: A searing blue sun that gives one hell 
  of a tan. 
  Planet 1 - Type A 
  Wildly unstable. Volcanoes here spurt out 
  some useful mineral deposits, including 
  special crystals used for manufacturing beam 
  weapons. Survey work here can be 
  dangerous. The heat here is extremely 
  damaging to equipment, and surveying can 
  only take place upon the night side of the 
  planet dusting darkness. Radiation suits 
  cannot withstand the temperatures here during 
  the day! 
  Planet 2 - Type F 
  This planet has a breathable atmosphere, but 
  is hot and dry. The air is thin. 
  There are life forms here. If a ship has been 
  damaged, a survey might reveal vital crystals 
  or minerals that can be used for repairs. 
  Avery careful survey of life forms here by a 
  biologist will reveal that some of the desert 
  flowers here have remarkable medical 
  properties. 
  The local wildlife here includes a sort of cute 
  fluffy fox/serpent thing that eats nectar. It is 
  extremely adorable. There are also some 
  subterranean giant ant creatures akin to Flame 
  Ants (S&S 2nd Ed, P 52). These store a 
  condensed nectar gathered from some of the 
  plants. 
  Adventure seed 
  The condensed nectar hoarded by these deadly 
  ants is the only thing that can cure a plague! 
  Trouble is - you have to go down into the deep 
  deadly nests for gather the nectar. But anyone 
  who studies the fox-serpents will realise that the 
  fox-serpents are immune to attack from the ants. 
  They broadcast a scent that mollifies the ants. This 
  could be synthesised... 
  Once down in an ant nest - a strange remnant of 
  ancient tunnels are found - the lost legacy of a 
  race that once dwelt here. The ant queen's 
  chamber has a door that leads down into a 
  chamber occupied by a sarcophagus occupied by a 
  frozen alien. Laying hands on an alien sarcophagus 
  transfers a character's mind into the alien body, 
  and puts the alien's mind into the character. 
  The alien is hedonistic in the extreme. It will 
  eventually try to take over the ship and head to 
  another planet, where several more of its kind 
  frozen in similar 'mind swap' machines. They have 
  ^pi 
  
  The Lucanii Drift 
  Sector 8: Lucanii Theta 
  no intention of relinquishing their alien bodies. 
  Touching an alien mind swap machine exchanges 
  minds with whoever's consciousness is trapped 
  inside the machine. This can be used to swap the 
  alien minds back into the machines where they 
  belong. 
  Planet 3 - Type S 
  A world with a high pressure atmosphere and 
  high gravity. 
  Lucanii Theta 3 
  Star type: G (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 5 
  Asteroid fields: No 
  Comments: Initial scans show a large planet in the 
  third orbit. The planet in orbit 1 is lush and clearly 
  habitable. 
  Planet 4 - Type W 
  For some reason, this rocky world has three 
  deep craters which make it look like a bowling 
  ball. 
  Planet 1 - Type H (actually type V) 
  What seems to be a hot but habitable world 
  turns out to be far more dangerous. The world 
  is slightly out of phase with our dimension. 
  Orbit 5 - Asteroid field 
  A great many rocks and minerals. Nothing of 
  wild interest. 
  Planet 5 - Type L Gas Giant 
  The gas giant has a cloud of small rocky 
  moons, as well as 11 rather spectacular ones. 
  The larger moons vary from ice moons to 
  planetoids covered with sulphur volcanoes. 
  Surveying the area takes about 3 days. There 
  are no particularly notable discoveries. But you 
  can get that great "Jupiter Rising" shot that 
  tourists all adore! 
  One moon actually classes as a type E 
  planetoid, with very light gravity. There are 
  some one-celled organisms here that spread 
  across surfaces like a plague if they get enough 
  heat and warmth, so be careful about 
  decontamination! 
  A piece of wreckage from a Zangid ship is 
  giving off radiation that can be detected from 
  orbit. 
  High level wind shears make shuttle trips 
  extremely deadly (roll Contact skill or the shuttle 
  will crash! All crew aboard must save vs energy 
  attack or be killed in the crash.) 
  Adventure 
  The problem with teleporting down to the planet, is 
  that when an energy effect such as a teleporter 
  beam touches upon the planet, the entire world 
  below seems to rapidly flicker in and out of phase 
  with the universe. 
  Teams transported to the planet arrive - but cannot 
  communicate with the ship. The ship can try to lock 
  on, and seems to detect their ground party - but 
  when they try to transport them up again, nothing 
  happens! The signatures of the Away Team 
  disappear from the planet, but nothing arrives on 
  the ship's teleporter pad. 
  The world down below seems to somehow 
  'flicker'... 
  People transported up from the planet do arrive 
  aboard ship, but they are slightly 'out of phase'. 
  They are invisible to people on the ship, and cannot 
  interact with matter - open doors, operate 
  k^p 
  
  Sector 8: Lucanii Theta 
  The Lucanii Drift 
  machinery, make sounds that people in our universe 
  can hear, etc. 
  Their life signs can be detected! The medical sensors 
  in the med bay will detect the player characters if 
  they stand near equipment that is in use. The 
  medical team will need to make a 'contact' roll to 
  notice this. Some form of communication might 
  then be figured out somehow. 
  To get 'out of phase' teams back, an energy blast 
  must be sent to the planet (teleporter shot, or a 
  low power beam attack). The ground will fluctuate 
  between realities. The 'lost' team mates must be 
  teleported to the surface, and beamed up again as 
  the ground they stand upon comes back into phase 
  with our own universe. 
  arrive to investigate Lucanii Alpha 3-1. The longer 
  your ship waits to act, the less likely it is that it can 
  change the comet's course. 
  Planet 2 - Type W 
  A rock with very little to recommend it. It has a 
  great many small moons that orbit at high 
  speed. Navigation in orbit here can be difficult. 
  Planet 3 - Type I 
  A massive, heavy gravity plant that clearly has 
  a rich eco system. Gravity on the surface varies 
  from 4 G at the equator to 6 G at the poles. 
  A native race lives here. They look rather like 
  armoured caterpillars, with many many legs to 
  bear their weight. The creatures have a 
  primitive technology, but do organise 
  themselves into little city states. The creatures 
  are fascinating. A good science team would 
  recommend leaving observation satellites in 
  orbit to observe the species more closely. 
  Adventure seed 
  A rogue comet is heading straight for Lucanii Alpha 
  3-3! The comet will wipe out all life on the planet. 
  But if the comet is intercepted with a ship's tractor 
  beam and pushed carefully off course, all should be 
  well. 
  The plan seems clear - until a team of alien ships 
  Planet 4 - Type J Gas Giant 
  It's grim, it's turgid... nothing too remarkable 
  here. 
  Planet 5 - Type J Gas Giant 
  Storms raging in the atmosphere of this planet 
  fluoresce the atmosphere into eerie blue-green 
  bands of light. 
  Lucanii Theta 4 
  Star type: M (red) 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 2 
  Asteroid fields: Yes 
  Comments: A very turgid sun. Solar flare activity is 
  very high. These wreak havoc with ship's sensors, 
  and any ship in orbit about the first planet must 
  raise shields or else the crew will have to all save vs 
  radiation sickness. 
  Planet 1 - Type H 
  A habitable world, with dim red light. The plants 
  here tend to be black, purple and red, 
  photosynthesising via the IR wavelength. Local 
  wildlife protects itself from solar flares by 
  withdrawing into tunnels or silicate shells - even 
  the plants all fold up and disappear! Any crew 
  caught unprotected on the surface during one 
  of these flares must save vs radiation or die. 
  Be careful of the local rats! There is a type of 
  black and red-striped mouse creature about the 
  size of a football that can shoot out a zap of 
  electricity (2D6 damage) to defend itself. These 
  little darlings are cunning thieves, and like to 
  steal shiny things like beam pistols, 
  communicators and data recorders. They can 
  also sometimes get into sample cases that are 
  ^pi 
  
  The Lucanii Drift 
  Sector 8: Lucanii Theta 
  being taken back up to the ship. They are 
  happy to live in radioactive hull spaces, and 
  create nests filled with stolen goodies. 
  Planet 2 - Type T 
  The surface of this airless planet is rock 
  covered in about a kilometre of water ice. Atop 
  the ice on the night side of the planet, there is a 
  further layer of about 100 metres thickness of 
  carbon dioxide snow. 
  As the sun's heat strikes the terminator line, the 
  carbon dioxide snow swiftly vaporises into gas. 
  This causes a thin, incredibly violent storm front 
  that slowly sweeps the planet as the world 
  rotates. Investigations of the planet surface 
  need to be made during daytime (the day cycle 
  is 21 hours). Snowfall begins at nightfall, and is 
  incredibly heavy (10 metres per hour!) 
  Adventure seed 
  A frozen, derelict ship lies on the ice beneath the 
  snow. Exploring the ship proves to be difficult. A 
  sudden power surge activates the ship's screens, 
  making teleportation impossible... 
  Anyone caught in the ship at snowfall time will be 
  inundated with carbon dioxide snow, sealing the 
  ship beneath a growing blanket of snow. 
  Of course, once explorers cannot escape, this is the 
  moment that the ice creatures (S&S 2nd Ed, P 61) 
  creep stealthily into the hull to hunt them... 
  Orbit 3 - Asteroid field 
  It takes at least 2 days to make a cursory 
  survey of the asteroid field. The field has some 
  useful minerals which would assist any colony 
  efforts on Lucanii Alpha 4-1 
  Lucanii Theta 5 
  Star type: Binary. B (blue) and White Dwarf 
  Light: Bright 
  Heat: Hot 
  Size: Large 
  Number of planets: n 
  Asteroid fields: Debris field 
  Comments: A binary system, with a small white 
  dwarf paired with the type B star. This causes some 
  complex orbits as the planets circle the two stars, 
  which in turn circle one another. 
  Planet 1 - Type W 
  A seared, boiling world. One face is 
  permanently locked, facing the searing light of 
  the suns. Metals lie on the surface in their 
  molten state - but mining would be extremely 
  problematic! 
  Planet 2 - Type W 
  A well-baked rock. The surface is marked with 
  titanic canyons that run for thousands of miles, 
  east to west - apparently a legacy of extreme 
  tidal stresses during the planet's formation. 
  Planet 3 - Type A 
  Avery unstable planet that has apparently only 
  recently coalesced from a collision of 2 smaller 
  bodies. The surface is dotted with very useful 
  mineral deposits. 
  Planet 4 - Type S 
  This high pressure world can only be explored 
  with heavy pressure suits. There are some 
  silicone life forms here - mostly quite small. 
  Planet 5 - Type G 
  A water world with breathable air. There are 
  several island archipelagos and narrow 
  continents strewn here and there, as well as ice 
  caps. The waters abound with some rather 
  astounding life forms. The large predators are 
  certainly alarming! 
  k^p 
  
  Sector 8: Lucanii Theta 
  The Lucanii Drift 
  The islands are populated with a very strange 
  alien 'dinosaurian' life. Exploration can be 
  dangerous. 
  Explorers might encounter Pod Pippets here... 
  (S&S 2nd Ed, P 64) 
  Orbit 6 - Debris field 
  Unfortunately, this debris field is laced with 
  space barnacle spores... 
  Planet 7 - Type T 
  An ice ball. A thick ice coating covers deep seas 
  of liquid water. 
  Planet 8 - Type J 
  A gas giant. There are apparently floating life 
  forms that live in the gas clouds, including some 
  very large manta-like browsers. 
  Planet 9 - Type L 
  Avery large gas giant planet. There are 
  hundreds of small moons, and 16 large ones. 
  Surveying these moons takes 4 days. Several 
  of these moons show some useful mineral 
  deposits. 
  Planet 10 - Type U 
  This planet is an irradiated ruin. Massive, 
  monolithic ruins cover much of the surface. All 
  life seems to have perished. The background 
  radiation is high, but not dangerously so. 
  Whatever happened here 
  missed it! 
  the ship apparently 
  Adventure 
  There are some faint power readings at one place 
  on the surface. A party can land and investigate. 
  The planet's surface is extremely unsettling. The 
  ruins lean at strange angles, and open up upon deep 
  chasms. Terrible carvings loom in the dark. 
  Everyone on the surface should roll a save vs 
  radiation, otherwise they will see strange 
  movement - catch frightening shapes out of the 
  corner of their eye. If anyone is foolish enough to 
  wander far away from the party, they may fall foul 
  of an 'accident' and die from a fall from the ruins 
  (kill a redshirt - never a player character!) 
  The power readings seem to be coming from a cave. 
  A carved bronze pedestal with 2 handles at the top 
  stands in the cave. Anyone who touches the handles 
  will hear a hum from the ruins nearby, but there are 
  no apparent other effects. 
  Once back aboard ship, the true curse of the ruins 
  slowly begins to emerge. About 4 days later, a 
  monster begins to stalk the ship. 
  The monster is actually generated by the 
  subconscious of whatever crewman interfered with 
  the alien pedestal down on the planet. It has a 
  ghostly appearance, made up from a blend of 
  nightmarish images. It will manifest at first when 
  the crewman is asleep - but later on it can manifest 
  during waking hours. It will stalk after 
  crewmembers that its creator lusts after, or strike 
  out at authority. It will initially attack and strike a 
  character for 2D6 damage and then vanish. But 
  after a while, it will actively kill. It approaches its 
  prey slowly, initially manifesting some distance 
  away and then ripping slowly through bulkheads as 
  it relentlessly pursues its prey. 
  It will grow in strength as terror spreads (+1D8 hit 
  dice per day). 
  The monster can be halted by stunning and freezing 
  its creator, or by killing its creator. It can also be 
  neutralised by hooking its creator up to the alien 
  device - but this is problematic, since the monster 
  will attack to defend its creator. 
  It is otherwise quite immune to weapons, and can 
  tear down bulkheads and barriers, apparently 
  somehow drawing on the ship's power to do so. 
  ^pi 
  
  The Lucanii Drift 
  Sector 8: Lucanii Theta 
  Planet 11 - Type J 
  A small, brooding gas giant. This planet has a 
  powerful magnetosphere. Anything in orbit 
  about this planet is well hidden from shipboard 
  sensors. 
  Planet 12 - Type W 
  An ice ball. There are colourful microorganisms 
  living near volcanic vents. Some of these live by 
  eating metal compounds - so be wary of 
  bringing anything aboard ship! 
  Sensors detect a cavern underneath the ground 
  near some of the vents. The cavern turns out to 
  be a considerable complex of bubble-shaped 
  caves. The walls are covered with complex 
  equations in an alien mathematical system. 
  These might be calculation for improving warp 
  engines. A science officer will earn 50XP for 
  spending an hour or three carefully recording 
  the calculations. 
  
  Sector 9: Lucanii lota 
  The Lucanii Drift 
  Starmap: Lucanii Iota 
  
  The Lucanii Drift 
  Sector 9: Lucanii lota 
  cctor 9 
  Lucanii lota 
  There is an eerie, almost unsettling feel to this 
  section of space. Instruments sometimes show 
  strange, ghostly signals. 
  Lucanii lota 1 
  Star type: Pulsar 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: o 
  Asteroid fields: None 
  Comments: A dangerous navigational hazard. The 
  radiation pulse blasts out once every 41 minutes. 
  Lucanii lota 2 
  Star type: G (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 3 
  Asteroid fields: None 
  Comments: This system has a strange 'vibe' for 
  psionically talented characters. They will feel a 
  painful prickling and a sense of dread - all centred 
  upon planet number three... 
  Planet 1 - Type W 
  A lethally hot, rocky world with no real 
  atmosphere. 
  Planet 2 - Type W 
  A red, rusty rock ball. There are some readily 
  accessible veins of rare earth elements that can 
  be mapped with a day's worth of orbital 
  scanning followed by a few days of ground 
  survey. 
  Planet 3 - Type V 
  This planet is partly in phase with the psionic 
  plane. 
  The planet gives off a horrible 'vibe' to psionic 
  characters - definitely creepy. Science 
  instruments show that the planet is somehow 
  out of phase. There is a power source deep at 
  the planet's heart that seems to be doing 
  something strange... 
  Adventure 
  A sudden shift in space will wrench the player's 
  ship. All of a sudden, there is a nigh-exact replica of 
  their own vessel at their side - both vessels collide 
  and bump, causing hull damage (20 PPB or 
  thereabouts). The ships are locked - engines 
  damaged, main power is down, and orbits will 
  surely deteriorate soon. 
  The other vessel is from an evil alternative universe, 
  and has an evil alternative universe crew - complete 
  with daggers, and really cool skirts for the girls'. 
  Both ships will have to somehow work together to 
  solve their dilemma. 
  The Evil empire crew ("The Stellar Imperium") will 
  be hostile - but might react to diplomacy. Both 
  ships will need to swap spare parts and get one 
  sensor array working. Meanwhile - surveys show 
  that both ships have shattered their power crystals 
  for their main drives. The ships will crash into the 
  planet in about 20 hours! 
  Once a sensor array is working, the ships can 
  discover a cavern on the planet far below, near 
  where the power source seems to be. If the ships 
  send crew down to investigate, they will discover a 
  weird environment fraught with half-seen monsters 
  and terrifying visions (perhaps a White Wisp, S&S 
  2nd Ed, P 70). The planet seems to be partly phasing 
  with other dimensions. Crevasses suddenly open, 
  tumbling characters down to hang by their 
  fingertips above an abyss. There is a chance here for 
  l*^p 
  
  Sector 9: Lucanii lota 
  The Lucanii Drift 
  a character from our 'good' universe to risk 
  themselves and save an evil character, thus showing 
  the value of this strange thing called 'compassion'! 
  But teams will be occupied keeping their science 
  personnel alive! 
  Deep in the cavern, there is a strange machine. This 
  seems to be calibrating the planar shifts. A 
  catastrophic power surge might open a hole and 
  allow the Stellar Imperium ship to get back to its 
  own dimension. 
  There are crystal pods here that might repair the 
  ship's drives. 2 pods. But the Stellar Imperium guys 
  rig one to explode, leaving the area dangerously 
  surrounded by electrical discharge. They steal the 
  first pod and head up to their ship, intending to let 
  the planet explode and open their way back to their 
  own universe. The player characters can fix this 
  (perhaps the help of a 'turned' evil universe 
  ^pi 
  character is essential!) Defusing the discharge 
  allows the crystals to be retrieved - but a chain 
  reaction has begun! The planet is about to explode! 
  The characters must get back to their ship and get 
  out of there. The exploding planet will open a rift 
  that sucks the Evil universe ship back to its own 
  dimension. But any 'evil universe' characters that 
  have remained with the player's crew and ship will 
  be stuck here forever. 
  This might be a fun way of getting an 'alternative 
  evil universe' version of a player character into the 
  game as one of the crew! 
  Lucanii lota 3 
  Star type: M (red) 
  Light: Faint 
  Heat: Low 
  
  The Lucanii Drift 
  Sector 9: Lucanii lota 
  Size: Small 
  Number of planets: 2 
  Asteroid fields: None 
  Comments: A small system. A dim red sun... some 
  interesting mineral readings coming from the inner 
  planet. 
  Planet 1 - Type P 
  A geologically unstable world. 
  Strange power crystals can be found on the 
  surface. These definitely should be 
  investigated. There are also some odd local 
  creatures - some of which seem to be worth 
  studying 
  Adventure 
  A Zangid trap has been set! There is a hidden power-
  boosted transporter pad here, hidden by a 
  collection of shimmering power crystals. A 
  Confederation player character investigating the 
  crystals is teleported away when no one else is 
  looking. An explosion then destroys the pad and 
  hides the evidence. 
  A careful search by the Confederation crew reveals 
  no body. 
  An even more careful search over the next day 
  shows a record of a faint energy trace. Something 
  may have been teleported off planet. 
  The missing player character has actually been 
  teleported onto a Zangid ship hidden amongst the 
  moons of planet 2. They are to be interrogated -
  and possibly turned as a spy for the Zangids! The 
  suave Zangid commander is of the opposite sex to 
  the kidnapped character, and they have "mind 
  control chair" - a special device that will make the 
  captive more amenable to suggestion, (psi 
  resistance rolls to resist the effects). 
  There are several ways this could go. But this is an 
  opportunity for the kidnapped character to get 
  some Intel/computer chips detailing the Zangid 
  plans and presence. Escape could be made by 
  busting out of the cell and possibly swiping a space 
  suit and teleporting outside the ship after arranging 
  some sort of signal to the player characters' vessel 
  (or a shuttle might be stolen, etc etc). How the 
  escape is done we leave to the player character. It 
  could be done with psionics, stealth - or good ol' 
  romancing the enemy captain! 
  Planet 2 - Type L Gas Giant 
  This large gas giant has about 120 small moons 
  and junk chunklets, and 4 major moons. A 
  Zangid ship hides here, and is the base for the 
  evil Zangids mentioned just above. 
  Lucanii lota 4 
  Star type: M (red) 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 4 
  Asteroid fields: One asteroid field, one dust field. 
  Comments: A quiet system. But occasional weird 
  whispers can be heard on the radio.... 
  Planet 1 - Type B 
  Racked by tides caused by two sizeable 
  moons, this planet is subject to constant 
  movements of its crust. The planet's crust is 
  only 100 metres thick - shallowing to only a few 
  dozen metres near the edges of its tectonic 
  plates. 
  Planet 2 - Type W (on closer examination, this is a 
  Class F) 
  An incredibly rugged, twisted rocky landscape. 
  It seems as it the world was once subjected to 
  severe tides and torsion. Deep canyons plunge 
  a thousand metres down into the planetary 
  crust. There is actually some life far down in the 
  bottom of the canyons, where the air becomes 
  breathable and plant forms bloom. 
  k^p 
  
  Sector 9: Lucanii lota 
  The Lucanii Drift 
  A Pleiadian destroyer is here - masquerading 
  as a 'survey ship'. These swine have raided 
  Caeliferan transport ships, looting them and 
  storing the loot down in one of the canyons 
  here. 
  Orbit 3 - Asteroid field 
  Nothing of wild interest here. 
  Planet 3 - Type T 
  A ball of water ice and carbon dioxide ice -
  frozen and lifeless. 
  Planet 4 - Type W 
  A rust-red rocky world. 
  Orbit 6 - Dust field 
  A vast disc of gas extends out from this system. 
  It is filled with chunks of iron, and is dangerous 
  to traverse. 
  intelligent. They organise themselves into hives, 
  and farm titanic flowers as food. It will take 
  some study to decide just exactly how intelligent 
  these creatures are. 
  Adventure seed 
  While the team left down on the planet have 
  interesting work before them, those left aboard 
  ship face a crisis. A drone ship plunges out of warp 
  and fires a missile at the ship that scatters five 
  swarms of micro-drones all over the hull. 
  The ship's crew must not only fight an enemy ship, 
  but deal with the enemy 'boarding party' at the 
  same time. 
  Planet 3 - Type T 
  This world is much, much further out that the 
  others. It has a moon almost the same size as 
  the planet itself, and both bodies orbit one 
  another. 
  Lucanii lota 5 
  Star type: K (orange) 
  Light: Dim 
  Heat: Medium 
  Size: Small 
  Number of planets: 3 
  Asteroid fields: None 
  Comments: The drones are about to introduce a 
  terrifying new tactic... 
  Wreckage here is the result of a Pleiadian pirate 
  vessel attacking and destroying a Caeliferan 
  mining vessel loaded with warp crystals. 
  Planet 1 - Type A 
  A churning volcanic planet, with little or no 
  atmosphere. Volcanoes rain sulphur and metals 
  down across the surface. 
  Planet 2 - Type H 
  This planet shows extensive eco systems, large 
  oceans - complex local life. It certainly merits 
  close survey a possible colony world. 
  Ground teams will discover that there is a large 
  bee like creature here that seems to be semi 
  ^pti 
  
  The Lucanii Drift 
  Sector 10: Lucanii Kappa 
  cctor 10 
  Lucanii Kappa 
  Caeliferan vessels are common in this sector. 
  The bug people are carefully trying to explore 
  the sectors next to their own home worlds. 
  Lucanii Kappa 1 
  Star type: Protostar 
  Light: Faint 
  Heat: Low 
  Size: Large 
  Number of planets: 2 (coalescing) 
  Asteroid fields: One big dust cloud! 
  Comments: A vast, swirling plane of dust and 
  gas - majestically beautiful. Planets have begun 
  to form in the dust, making whirlpools within 
  whirlpools. 
  This phenomena is very exciting to 
  astronomers. Lingering to make a 3 day scan of 
  the protostar will earn everyone in the science 
  team 50 XP. 
  This place is far too dangerous for mining. Only 
  a fool would risk taking a ship into the wild 
  vortexes near the coalescing planets. 
  Lucanii Kappa 2 
  Star type: M (red) 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 5 
  Asteroid fields: None 
  Comments: A quiet system. 
  Planet 1 - Type I 
  A huge planet with massive (3 G) local gravity. 
  Big stumpy creatures that look like 10-legged 
  rhinoceri seem to be a dominant life form. They 
  are at a low level of civilisation, but seem to be 
  intelligent. 
  Planet 2 - Type W 
  A chill, frozen rock of a world. 
  Planet 3 - Type O 
  A series of sudden storms will often arise that 
  close in and cause a greenhouse effect, broiling 
  the world with huge temperatures. The 
  imbalance lasts for anywhere between 10 to 60 
  days, and then clears. 
  An ancient subspace beacon has crashed on 
  the surface of this world. It is made with drone 
  technology. Interfering with it might trigger a 
  signal that will bring 1D3 drone ships rushing to 
  the area within the next 1D6 hours. 
  Planet 4 - Type T 
  A stark ball of ice. However, a liquid water sea 
  exists beneath the outer ice sheath. Weird 
  creatures live down in the seas. Ice monsters 
  walk the surface. This is not a nice place! 
  Planet 5 - Type W 
  This rocky planet has many useful veins of 
  heavy elements. These are detectible only after 
  a day of scanning with Confederation sensors. 
  A new-grown spacefaring civilisation like the 
  Caeliferans would find this planet to be 
  invaluable. 
  Lucanii Kappa 3 
  Star type: G (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 7 
  Asteroid fields: None 
  Comments: The Zangids have infiltrated this 
  system. 
  k^p 
  
  Sector 10: Lucanii Kappa 
  The Lucanii Drift 
  Starmap: Lucanii Kappa 
  
  The Lucanii Drift 
  Sector 10: Lucanii Kappa 
  Planet 1 - Type W 
  A hot, seared little rock ball. Very small. 
  Planet 2 - Type X 
  A churning hothouse world. Acidic, high 
  pressure atmosphere. Boiling temperatures. 
  The perfect place to hide a body! 
  Planet 3 - Type H 
  This world is covered in moss and various 
  fungi-like plants. Local lifeforms include some 
  large slug and snail like creatures - some of 
  which shoot-forth spear-like tongues laden with 
  poison. 
  Adventure 
  A Caeliferan colony here has fallen prey to a terrible 
  disease. This disease has been deliberately spread 
  by the Zangids, who launched a probe here. A 
  Zangid ship will attack the players' vessel, and then 
  try to flee. 
  Down on the ground, the Caeliferans seem to have 
  all murdered one another. They have killed each 
  other with clubs, spears and stones. There are 
  perhaps 200 dead. 
  What is not immediately obvious (due to their alien 
  physiology) is that they have all been infected by a 
  disease. This retrogresses the victim to a primitive 
  state - and causes violent behaviour. The 
  Caeliferans have all killed one another. 
  The only survivor was a Caeliferan herald, who was 
  already sick with space malaria. The space malaria 
  disease actually combats the Zangid plague. Healing 
  the herald might convince her that the 
  Confederation are not a type of Zangid! 
  This Zangid disease does not show up immediately 
  in the bloodstream. It stays in the lungs for about 2 
  days. Anyone exposed to the environment on the 
  planet, or anyone who has come in contact with 
  them, will begin to become progressively more 
  stupid (-1D6 intelligence per day). Behaviour will 
  become primitive, mate-oriented and violent. 
  The Caeliferan herald might save the day, working 
  to help a medic heroically overcome stupidity and 
  infect themselves with space malaria. 
  Planet 4 - Type W 
  Adust covered, lifeless rock. 
  Planet 5 - Type K Gas Giant 
  A large gas giant. This body has about rings, 
  200 small moons, and 7 larger ones. A careful 
  scan of this gas giant's moons will take about 3 
  days. There are some hyperwarp energy 
  crystals scattered in amongst the rings. 
  Strange energy creatures live in the rings. Any 
  ship that comes too close may pick up a hitch 
  hiker. These energy beings slowly degrade the 
  ship's power crystals. It will cost more and more 
  power to achieve warp speeds. The energy 
  creature lives in the high energy circuits,. It can 
  only be flushed out if starved of power - the 
  ship must stay out of hyperwarp, and an 
  alternative food source must be offered as bait. 
  Planet 6 - Type J Gas Giant 
  A small gas giant. It has only 2 major moons -
  one of which has a thin atmosphere and rocky 
  landscapes, and the other is a roiling mass of 
  volcanoes and lava. 
  Planet 7 - Type T 
  This is a shattered world. The planet has taken 
  a massive impact sometime in the not-too-
  distant past, and it is fragmented into several 
  titanic chunks. 
  A day of careful scans will show that this 
  fragmented world would be relatively profitable 
  to mine. 
  k^p 
  
  Sector 10: Lucanii Kappa 
  The Lucanii Drift 
  Lucanii Kappa 4 
  Star type: White Dwarf 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 2 
  Asteroid fields: None 
  Comments: A considerable zone of gas and nebular 
  material surrounds this general region of this 
  system. The current planetary orbits are far from 
  the primary: when the original star expanded into a 
  red giant, it consumed the first 4 planets in the 
  system. Now it has shrunk down to a dim white 
  star, leaving much of this star system empty. 
  Planet 1 - Type U (initially looks like a type D) 
  An alien civilisation once thrived upon this world 
  - until the sun expanded into a red giant. The 
  radiation wave killed all life on this planet. The 
  cities have weathered almost back down into 
  the dust. Little remains. 
  Avery careful scan will reveal a deep, deep 
  cavern that the race used to try and store 
  records of their civilisation. Science officers will 
  take the preservation of this dead race's legacy 
  very seriously. Searching these catacombs and 
  carefully retrieving ancient data crystals will 
  take perhaps 2 long, careful weeks. 
  Sure hope there aren't any eerie, ghostly soul-
  sucking predators still somehow trapped here 
  deep in the dark! 
  Planet 2 - Type J Gas Giant. 
  This planet was once probably a type M gas 
  giant. It was stripped of much of its mass when 
  the sun metamorphosed. It has no moons - but 
  oddly enough, several kilometre-long diamonds 
  are in orbit. 
  ^pi 
  
  The Lucanii Drift 
  Sector 11: Lucanii Lambda 
  11 
  Lucanii Lambda 
  Lucanii Lambda is currently the entry point for 
  ships of the Zangid Star Empire as they 
  infiltrate the Lucanii Drift. Zangid starships can 
  be encountered here, but the Caeliferans have 
  not yet penetrated this sector of space. 
  Lucanii Lambda 1 
  Star type: M (red) 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 3 
  Asteroid fields: One 
  Comments: This is the entry point for Zangid ships 
  into the Lucanii Drift. There is always a ship present 
  in the system (often Commodore Zak'akh's 
  flagship!). New arrivals are always heavily damaged, 
  and crew from other vessels have to assist with 
  repairs. 
  Planet 1 - Type O 
  A planet with a highly elliptical orbit. Local 
  conditions therefore go from freezing to 
  insanely hot. 
  Planet 2 - Type J 
  This gas giant has rings that contain a great 
  many ice particles. It has a moon that also has 
  ring of its own. Any Zangid ships that are 
  currently in the system will be hiding in the 
  moon's rings. 
  The moon itself has some basic metals that are 
  being mined by slaves for use in repairing 
  damage to Zangid ships. The repair facilities 
  are extremely crude. 
  Planet 3 - Type W 
  A rocky planet that actually yields several deep 
  seams of warp crystals - essential for repairs 
  on incoming Zangid vessels. A small, shielded 
  camp here contains 40 slaves of various 
  species, who are forced to labour in the 
  underground crystal mines for their evil alien 
  overlords. Any player characters captured by 
  the Zangids will end up here. The Zangids keep 
  a shuttle here, a signal station, and a few 
  disgruntled starship repair engineers. 
  The deep crystal mines are made all the more 
  terrible by a predatory creature that preys on 
  slaves and guards alike down in the lower 
  levels. ("Sand Dragon", S&S 2nd Ed, P 65). 
  Mind you - the lower levels open up onto some 
  ancient tunnels that promise a way up onto the 
  surface inside the area used by the guards for 
  landing their shuttles and storing their 
  equipment. 
  Orbit 4 - Asteroid field 
  An extremely broad asteroid field spreads out in 
  a vast disc about this system. Several large 
  nickel/iron and ice planetoids are dotted about 
  the disc. 
  Lucanii Lambda 2 
  Star type: A (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: 5 
  Asteroid fields: None 
  Comments: A Zangid frigate or destroyer is likely 
  to be in this system, keeping a watch for 
  Confederation encroachment. The vessel will fire 
  once or twice, and then try to evade and escape 
  back to Lucanii Lambda 1. 
  k^P 
  
  Sector 11: Lucanii Lambda 
  The Lucanii Drift 
  Starmap: Lucanii Lambda 
  
  The Lucanii Drift 
  Sector 11: Lucanii Lambda 
  Planet 1 - Type W 
  A big - very big! - lump of rock. 
  Planet 2 - Type X (initially looks like a type F 
  planet) 
  This planet has an oxygen atmosphere, and 
  looks reasonable enough. Unfortunately, there 
  is a life form here that are essentially clouds of 
  carnivorous flies that can use acid to dissolve 
  their way through the soft inner joint linings on 
  protective suits, the seals about airlock doors 
  etc. The fly swarms are lethal! Larger wildlife 
  tend to look like giant limpets, and can seal 
  themselves tight against the ground to avoid the 
  flies. 
  Anyone hit by flies takes 1D6 damage per turn 
  until somehow purged of the creatures that are 
  now literally tunnelling through their flesh. A 
  teleporter unit might be abler to do the trick, but 
  this will need a tech roll from the operator to 
  avoid killing the teleportee! 
  Victims of the flies are otherwise consumed 
  right down to their bones. 
  Adventure seed 
  A Confederation ship is down! An SOS is 
  broadcasting from the wreckage, and a few garbled 
  words are received from a terrified crewman. 
  Radiation from the crashed ship's damaged warp 
  engines is preventing teleporter operations. 
  Planet 3 - Type K Gas Giant 
  A weirdly mottled gas giant that has a series of 
  storms raging deep inside its heart. The 
  resultant lightning flashes can be utterly 
  spectacular - and can reach out to strike ships 
  coming too close into orbit! 
  Planet 4 - Type T 
  Huge geysers shoot ice up into orbit about this 
  small planet, surrounding the planet with a disc 
  of glittering rings. 
  There is life on this planet, and a very thin 
  atmosphere. Most life forms literally scoop 
  water ice and process it for oxygen. 
  A Zangid shuttle is lying abandoned on this 
  planet. The water from a nearby thermal lake 
  holds a disease that is deadly to Zangids and 
  Rigellans. The shuttle crew caught the disease 
  from skin contact and died in the shuttle. The 
  Zangids have not risked recovering the bodies, 
  and have left the crew to rot. 
  Planet 5 - Type J Gas Giant 
  A small gas giant surrounded by a thick, dense 
  ring of debris. 
  Lucanii Lambda 3 
  Star type: G (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 7 
  Asteroid fields: None 
  Comments: Zangid visitors to this system are 
  common. Zangid ships stop in at the third planet to 
  stock up on food supplies. 
  Planet 1 - Type W 
  A nickel-iron rock that is tide locked, with one 
  side eternally facing the sun. 
  Planet 2 - Type X 
  The atmospheric conditions on this planet 
  cause sudden massive 'sink holes' in the 
  atmosphere dozens of kilometres wide. These 
  pull down frozen air from the troposphere, 
  dropping ground temperatures to levels capable 
  of instantly freezing flesh into ice. There is a 
  slight warning of the approaching cold - clouds 
  overhead clear and form an open ring. Anyone 
  exploring the planet must take constant care. 
  k^p 
  
  Sector 11: Lucanii Lambda 
  The Lucanii Drift 
  Adventure 
  The only reason to come down to the surface is to 
  investigate strange psionic emanations (sensed by 
  actively psionic characters). A cave somewhere 
  beneath icy mountains holds a testing centre once 
  used by an alien race. At its heart there is a crystal 
  chamber. 
  This chamber activates when any psionically 
  awakened character enters. It seals them in, and 
  then puts them through a series of extremely real 
  simulations where their qualities of mercy, non-
  violence and honour will be sorely tested. If the 
  character fails the moral tests, then their brain is 
  seared by energy that halves their psionic power 
  points. 
  Sample tests might include: 
  1) A Zangid suddenly bursts into the caver, opening 
  fire and hitting one of the player character's 
  friends. A firefight ensues. The Zangid uses the 
  player character's injured friend as a living shield 
  and flees into deeper tunnels. When the floor 
  collapses under his feet, the man, hostage and the 
  player character all fall. The player can rescue their 
  friend, but returning to rescue the Zangid is near 
  certain death. Will the player risk their life to save 
  an enemy? 
  2) Crystals grow up through the floor, entrapping all 
  of the characters in sheaths of immovable rock. 
  There is a crystal 'pointer' mounted in the middle of 
  the floor. The character that is being tested can 
  reach out and telekinetically move the pointer to 
  point at any of the trapped characters. Something 
  starts painfully draining 1D3 hit points per round 
  out of whichever character the arrow points to. 
  When 9 hit points accrue, the crystals weaken, and 
  can crack and shatter, freeing the struggling 
  characters. If the character being tested chose to 
  drain most of the hit points needed from 
  themselves rather than from other characters, this 
  counts as a 'pass'... 
  If the tests are passed, then the character's psionic 
  potential is increased by 2. The crystal booth will 
  shatter and burn out after a single use. 
  Planet 3 - Type H 
  This planet is lush - though its active eco 
  system includes a number of very nasty 
  predators and exotic diseases. The swamp 
  zones grow a type of huge venomous toad 
  creatures that the Zangids find to be delicious. 
  The Zangids have enslaved several Caeliferans 
  captured from starship crews, and are forcing 
  them to capture food for the local Zangid fleet. 
  Rescuing these slaves and returning them to 
  their people would be an excellent way of 
  convincing the Caeliferans that the 
  Confederation are their friends! 
  The slave base is guarded by Zangid dogs and 
  guards, and is protected by an anti-beaming 
  shield. The slave camp is in swamp country, 
  which is a dangerous place (Mosquito Swarms, 
  S&S 2nd Ed P 68: Carnivorous Turtles, S&S 
  2nd Ed, P 69). 
  Planet 4 - Type J Gas Giant 
  Ice cold and oh so gaseous! 
  Planet 5 - Type J Gas Giant 
  A blood red gas giant lit with dark red streams 
  of matter. It has a single titanic moon - a water 
  world ripped by tsunamis and enormous tides. 
  Planet 6 - Type T 
  A ball of frozen carbon dioxide ice. Cold, silent 
  and empty. 
  Planet 7 - Type W 
  A magnificent rocky world that has some truly 
  incredible, massive crystal formations. 
  A day of careful scanning reveals that this site 
  might yield some valuable industrial crystals. 
  ^pi 
  
  The Lucanii Drift 
  Sector 11: Lucanii Lambda 
  Lucanii Lambda 4 
  Star type: Red Supergiant 
  Light: Medium 
  Heat: Medium 
  Size: Large 
  Number of planets: o 
  Asteroid fields: Dust cloud 
  Comments: A massive dust cloud extends out and 
  around this huge, turgid star. 
  Orbit 1 - Dust cloud 
  The dust here consists of water ice and various 
  gasses - all swirling in a spiral pattern about the 
  sun. A Zangid vessel is wrecked here, floating 
  in the dust. The drone ship that destroyed it 
  hides inside the wreckage field close nearby. 
  Lucanii Lambda 5 
  Star type: F (white) 
  Light: Bright 
  Heat: Medium 
  Size: Small 
  Number of planets: 4 
  Asteroid fields: None 
  Comments: Nothing much to see here... 
  Planet 1 - Type O 
  This planet has an oxygen atmosphere and an 
  ocean that covers about 70% of the surface. 
  The planet has a single immensely large moon. 
  The ocean is subject to vast tides that can 
  literally drag the shorelines across hundreds of 
  kilometres of ground. The tidal bores are 
  immensely destructive (although local life forms 
  avoid the tidal waves by tunnelling into the 
  sand). 
  k^p 
  
  Sector 11: Lucanii Lambda 
  The Lucanii Drift 
  The titanic sand abalone here are delicious. 
  A plant grows up on high rocky ground here that 
  is literally a type of catnip - at least as far as 
  Felicians are concerned. They find the scent 
  invigorating and exciting. Felician characters 
  will be quite eager to bring some of the herb 
  back aboard ship. 
  Prolonged exposure to the herb can cause 
  trouble. The Felicians exposed to the herb for a 
  week will become addicted to it. They will start 
  to get headaches, jitters and have attention 
  deficit troubles if unable to smell the herb at 
  least once every hour. This condition is 
  treatable - but the afflicted character will be 
  sheer hell to live with for a few days! 
  Asteroid fields: Dust field outside of main 
  planetary orbit. 
  Comments: Nothin' going on here! 
  Planet 1 - Type K Gas Giant 
  Pleasingly banded with stripes. There are 13 
  moons. Some of these have ice fields and 
  immense water geysers. Others are volcanic 
  nightmare worlds. Still others are placid rocks. 
  One of these water geyser moons has a 
  microbe that gives off a substance that Gorrians 
  find mildly intoxicating and leaves their fangs 
  feeling minty fresh. There could be commercial 
  possibilities! 
  The good news is that a few weeks of research 
  will be able to extract an essence from this herb 
  that can help calm down Felicians who have 
  become 'stir crazy' from being cooped up inside 
  a starship for too long.. 
  Planet 2 - Type L Gas Giant 
  A large gas giant that is surrounded by a ring of 
  chunky debris. Thousands of large nickel-iron 
  rock chucks form a very dangerous band about 
  the planet. 
  Planet 3 - Type T 
  A frozen ice ball of a planet. 
  Planet 4 - Type W 
  A heavily cratered rock world, with virtually no 
  atmosphere. 
  Lucanii Lambda 6 
  Star type: A (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: 1 
  ^pi 
  
  The Lucanii Drift 
  Sector 12: Lucanii Mu 
  12 
  Lucanii Mu 
  The Zangids keep a stealthy presence in this 
  sector, keeping a careful watch upon the 
  Confederation. Zangid ships prefer to keep 
  themselves in hiding, only attacking vessels 
  that are already damaged. 
  Lucanii Mu 1 
  Star type: Protostar 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: o 
  Asteroid fields: -
  Comments: This swirling storm of dust, gas and 
  debris is slowly coalescing into a brand new sun. A 
  properly shielded 'scoop mining' ship might be able 
  to scoop some valuable minerals out of the vortex. 
  The process of this star's formation is of great 
  interest to astronomers. 2 days of careful mapping 
  and a rather thrilling fully shielded dive into the 
  accretion disc would bring about 20 XP to the flight 
  and science crews. The navigation officer will have 
  to make a contact roll in order to avoid the ship 
  taking 10 - 30 PPB damage. 
  If a science skill roll is made, then the ship notices an 
  emergency radio signal is coming from somewhere 
  up above the plane of the system. This is from a 
  drone mother ship that has lost is drones, its 
  subspace communicators, and had also had its 
  drives damaged. If it could be boarded, then 
  valuable Intel might be salvaged from its memory 
  banks (such as a signal that will shut down drones' 
  weapons and engines for 2 battle turns - but will 
  only be useful in battle once). 
  Lucanii Mu 2 
  Star type: A (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: 5 
  Asteroid fields: None 
  Comments: This system shows some evidence of 
  there once having been a low-tech space faring 
  civilisation present in the system. 
  Planet 1 - Type A 
  An unstable, cracking, boiling mass of a planet. 
  It may once have been a stable type "W" world 
  that has been hit by some sort of planet-busting 
  explosion - the planet's orbit is littered with 
  radioactive debris consistent with a massive 
  explosion. 
  Planet 2 - Type W 
  A cratered planet. The craters are radioactive. 
  A shattered satellite in orbit seems to be 
  thousands of years old. The technology is 
  somewhere just below the hyperdrive/FTL level 
  of technology. 
  Planet 3 - Type P 
  A world rife with massive volcanoes. There are 
  some ancient, abandoned pieces of mining 
  equipment on the surface - all well crusted with 
  sulphur deposits. Some sophisticated robots 
  are lying deep in the drifts of salts and minerals, 
  corroded and ruined - but the technology is 
  impressive. 
  Planet 4 - Type W 
  A dry, red-oxide planet. There are three large 
  craters that are heavily radioactive. The place 
  was clearly once inhabited. There are remnants 
  of tube train lines that run between the craters. 
  k^p 
  
  Sector 12: Lucanii Mu 
  The Lucanii Drift 
  Starmap: Lucanii Mu 
  
  The Lucanii Drift 
  Sector 12: Lucanii Mu 
  Planet 5 - Type U 
  This world was once a lush habitat. Now, it is a 
  wilderness locked in nuclear winter, with craters 
  littering the landscape where mighty cities once 
  stood. 
  Adventure 
  There is a faint power reading coming from one city 
  site. A group going down to the surface to check 
  out the site will find damaged buildings perhaps a 
  thousand years old. There is evidence of a society 
  that was wealthy, but highly militarised. They were 
  apparently human like. 
  The power readings are coming from a cavern 
  underneath a series of huge ruins. As the party 
  enters, they are teleported away into an 
  underground facility beneath the planet. The facility 
  is shielded from sensors, and is undetectable. 
  The new arrivals are rendered unconscious and are 
  gathered by several of the underground dwellers in 
  the complex (humanoid 'troglodytes). They make 
  android copies of the kidnapped characters that are 
  indistinguishable from the original people. They 
  even have a pulse! Player characters can 
  concentrate and try and throw a mental glitch into 
  their android copy during the copying process. The 
  android copies are then teleported back to the 
  surface, with memories implanted into them of 
  fruitless wandering and empty chasms. 
  The androids are designed to collect intelligence, 
  and to eventually return to the planet - preferably 
  with a hijacked starship! Their comrades aboard 
  ship will find it almost impossible to notice the 
  switch. The androids fight to the death if 
  discovered. 
  Meanwhile, down in the underground facility, the 
  captured characters are interrogated by the odd, 
  militaristic survivor society that lives beneath the 
  ruins. Horrible mutant beasts occupy much of the 
  old underground city. A very few surviving humans 
  are served by humanoid androids, but few people 
  now remember how to service many of the old, 
  failing machines that ensure their survival. Every 
  human has a personal serving android that 
  monitors their behaviour, enjoining then to remain 
  polite, calm and thoughtful at all times. Androids 
  will step in to intervene is any fights, or aggression 
  breaks out between humans. The androids are 
  hellishly strong! 
  Escape could be handled in many different ways. 
  (EG: A scientist could make their way into the 
  android creation centre, and find a way to 
  reprogram captured androids to turn them into 
  allies). The problem is to contact the ship. 
  All androids update their shared information every 
  6 hours via a subspace link. If the communication 
  central array could be found, then the players could 
  modify the signal array and send an S.O.S. to their 
  starship! 
  Kamtraiyah! 
  Lucanii Mu 3 
  Star type: G (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 3 
  Asteroid fields: 1 
  Comments: A limping Zangid ship will try to draw 
  the player characters' starship past a second Zangid 
  ship that is hiding in the debris field of the gas giant 
  (planet 1). This second ship will try to make a 
  surprise attack on the player character's vessel. 
  Planet 1 - Type M Super Gas Giant 
  This titanic gas giant is almost a brown dwarf 
  star in into own right, and the star and gas giant 
  essentially orbit one another. The other planets 
  in this system orbit this twinned pair. The gas 
  giant trails a long plume of gas and debris 
  behind it, and this debris can confuse sensor 
  readings. 
  k^p 
  
  Sector 12: Lucanii Mu 
  The Lucanii Drift 
  Planet 2 - Type A 
  A boiling, unstable world torn between the tidal 
  forces of the sun and the titanic gas giant. 
  Planet 3 - Type T 
  An icy world with only a thin, unfrozen 
  equatorial region. The world has an 
  atmosphere, and supports life. Large hairy 
  herbivores the size of mammoths trundle about 
  the tundra (S&S 2nd Ed, P58), while terrifying 
  humanoid snow giants stalk the uplands and 
  hunt the herds. 
  Snow Giant 
  Encountered: 1D6 
  Movement: 150 (50) 
  Intelligence: Low 
  Psionic potential: 3D4 inactive 
  Hits: 4D8 
  Armour: -1 
  Attacks: 1 
  ^pi 
  Damage: Huge spear or club for 1D10 
  Morale: 7 
  XP: 140 
  Snow giants are ferocious savages that move in 
  small hunting bands. They are cunning hunters, 
  and can camouflage themselves well against 
  snow and ice. They can use fire, and will use 
  flames to herd prey into killing zones, deadfall 
  traps and ambushes. These creatures think 
  humanoids look very tasty, but will flee when 
  beam weapons are first flourished - although 
  they will begin to plan attacks that avoid the 
  beam weapons (such as traps and ambush). 
  Certain hot springs on this planet have a 
  marvellous regenerative property. Weird 
  enzymes form the local microorganisms steep 
  the waters. Characters that are afflicted with 
  near lethal wounds, deadly diseases or 
  radiation sickness can be immersed here, and 
  
  The Lucanii Drift 
  Sector 12: Lucanii Mu 
  the springs seem to be able to reinforce the 
  patient's immune system and create a cure. 
  (Warning! Over use of any given spring can 
  disrupt the delicate balance of enzymes). 
  Lucanii Mu 4 
  Star type: 0 
  Light: Bright 
  Heat: Hot 
  Size: Large 
  Number of planets: 6 
  Asteroid fields: None 
  Comments: Just another fine, shiny star in the 
  glorious Lucanii Drift! Safe as houses - what could 
  possibly go wrong? (space ameoba? What space 
  ameoba?) 
  Planet 1 - Type W 
  A seared rock, marked by a great many titanic 
  canyons and fissures. The bottom of the 
  fissures seem to allow easy access to a number 
  of useful minerals in the revealed strata. 
  Strange little pinpoints of energy sometimes 
  zoom down the canyons. These seem to be tiny 
  energy beings the size of insects. They are 
  extremely interested in communicators, energy 
  weapons and robots, and will buzz about such 
  things in excitement. Angering a swarm can 
  lead to them attacking you! (1 HP damage per 
  round for 1D10 rounds). 
  the surface of the planet. The place is murky, 
  and smells awful. 
  Some algaes have excellent properties as food 
  or medicine. A brave medical and science team 
  might want to get to the surface and make a 
  thorough survey for a few days. They are likely 
  to come back with a bad case of trench foot, 
  some nasty skin infections, and a stench that 
  will cling to them for a week! However, they will 
  earn 50XP and possible mention in science 
  journals! 
  Planet 4 - Type X 
  A terrible radiation on this planet causes the 
  mutation of animal tissue. Do not go here. It 
  would be very, very bad. Radiation checks 
  every 30 minutes to avoid weird mutations. 
  Plants rule here. Only plants seem to avoid the 
  mutational effects. 
  Which is a pity. Because that derelict ship lying 
  in the jungle down there looks mighty 
  tempting... 
  I bet it's cherry flavoured! 
  Planet 5 - Type D 
  A lifeless, if stable planet. It has a single large 
  moon, and does have some water locked into 
  polar ice caps. 
  There are useful metal deposits in the canyons. 
  This world might make a useful mining site, if a 
  way could be found to keep the energy bugs 
  away... 
  Planet 2 - Type D 
  A large, dense planet. There are streams of 
  water, but no life forms. 
  Surveys reveal some potential here for 
  terraforming or dome colonies. The planet 
  seems to be quite lifeless - but one never can 
  tell... 
  Planet 6 - Type J Gas giant 
  Mmmm. Gas giant good! 
  Planet 3 - Type E 
  This planet is bright green! The clouds are full 
  of algae, and more algae-type organisms cover 
  k^p 
  
  Sector 12: Lucanii Mu 
  The Lucanii Drift 
  Lucanii Mu 5 
  Star type: B (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Large 
  Number of planets: 9 
  Asteroid fields: None 
  Comments: This star gives off an awful lot of radio 
  noise. This can interfere with portable 
  communicators. 
  Planet 1 - Type A 
  More of a collection of fragments and rubble 
  than a true planet. This world is still 
  compacting, and so is radiating a great deal of 
  heat. It spins swiftly, with a day lasting only 
  perhaps 6 hours. 
  A closer survey reveals some interesting 
  properties. Some heavier elements are actually 
  rising to the surface of the planet as it heats 
  and spins. Well-equipped mining units could 
  reap a harvest of vital radioactive ores and ores 
  used in creating reactors and hyperdrive 
  nacelles. This world might be one of immense 
  strategic importance. 
  Planet 2 - Type W 
  A rosy pink world, where red oxides mingle with 
  white silicates. The world has an almost 
  vanishingly thin atmosphere, but does have 
  reserves of subterranean ice. 
  Planet 3 - Type U (initially appears to be a type H) 
  A pocket of deep ruins lie underneath the 
  innocuous surface of a habitable world. The 
  world's surface itself seems strange - there is a 
  feeling as if the party are being watched... 
  There are no large animals at all. 
  Adventure 
  Beaming a team down into the empty ruins reveals 
  a great cavernous space that may once have been 
  ^pi 
  some sort of alien outpost. It has buildings and 
  structures inside a huge bubble beneath the earth. 
  Some desiccated skeletons lie here and there in 
  positions indicating despair or agony. There are 
  some interesting examples of alien technologies 
  (umpires may indulge themselves! Sex change 
  booth? Depilation rays?). Some alien disease 
  pathogens are disturbed - and it soon seems 
  prudent to leave. 
  The Away Team will THINK that they have left. In 
  reality, they all fall under the power of a machine 
  that links them all into a simulated reality. 
  The team all believe that they go back to the ship, 
  and that a day's uneventful routine occurs. 
  Suddenly there is a Zangid ship a few metres away 
  from the hull! Ensign Kelly will scream a warning -
  and suddenly the scenario is on, hell for leather. 
  Beam weapons zapping - enemies to fight. A 
  twisted maze of corridor to battle through -
  overloading beam weapons bouncing down 
  corridors and exploding. 
  The player character will be killed again and again 
  and again - often in old style dungeoneering ways 
  that just aren't FAIR! The result is a total party kill! 
  But after the first total party kill, everything resets 
  back to the start. 
  Although in some aspects, it seems like an ever-
  repeating computer game, the scenario becomes 
  more complex as the characters advance into 
  deeper sections of the battle. Each time a player 
  character dies, they lose one real and actual hit 
  point. So they can eventually die if the scenario goes 
  on too long! 
  The general sequence is: 
  1) Kelly yells the alert - screens flare and short-out, 
  and Kelly and the bridge crew fall. Then 4 Zangids 
  teleport onto the bridge and start shooting (but the 
  players get the initiative. 
  2) 2 rounds later, 4 more Zangids teleport into the 
  
  The Lucanii Drift 
  Sector 12: Lucanii Mu 
  engine room, spend 2 turns killing the engineering 
  crew, and then spend 4 rounds rigging the ship to 
  self-destruct. 
  The self-destruct is set for 10 minutes count down. 
  3) Meanwhile 4 Zangids teleport into the central 
  ship and start killing the crew. 
  4) A few round later, another 4 Zangids teleport 
  into the bridge and begin to hunt for crew. 
  There is clearly a Zangid ship only a few metres 
  from the player's vessel. It is dead in space. 
  The dead Zangids do not stay dead. They seem to be 
  rebuilding themselves. They are filled with nanites! 
  A science roll would tell players that nanites could 
  be shut down with an EMP pulse of some kind. 
  Players might decide to modify an ion torpedo to 
  detonate outside the ship, giving an EMP blast - or 
  perhaps stunners could be modified to fire EMP 
  blasts and disintegrate the nanite/Zangid warriors. 
  At this exact point, player characters will discover 
  that one of their number has been injected with 
  nanites, turning them into an enemy agent They 
  will strike just before the self-destruct can be 
  deactivated or the EMP solution implemented, 
  killing the player characters. Then once that is 
  figured out - it suddenly seems that just about 
  anyone in the group could be a turncoat 
  The same scenario will play through again and again 
  - through destruction and death... The Zangid 
  vessel itself is filled with broken machines and 
  rampaging Zangids. It, too, has been rigged to self-
  destruct, and will take out the player's ship in the 
  explosion. 
  If the player characters try to ignore the scenario, 
  this simply results in the whole thing playing out 
  horribly all around them, with the ship self 
  destructing in the end. This causes the characters 
  terrible pain 
  Ensign Kelly is the key. He is the one person that 
  does not fit. There WAS an ensign Kelly once long 
  ago - he is a memory the characters caught in the 
  trap all share. But he is now the projection of the 
  evil intellect that is thriving on the character's 
  frustration and pain. This is a very difficult 
  realisation to make (Kelly is not initially obvious 
  k^p 
  
  Sector 12: Lucanii Mu 
  The Lucanii Drift 
  about his fascination - and players might presume 
  he was a casualty back in the first few seconds of 
  the action). 
  If a character can slip away in the middle of the 
  action and try to follow Kelly as he follows after the 
  party, they will see that Kelly is actually hanging 
  back and gloating over the predicament of the 
  characters. 
  Seizing and threatening Kelly will shock the alien 
  intellect for a moment - enough for the party to 
  gain a brief glimpse of a machine that is glowing 
  blue in one corner of a cavern. Ifapsi potential roll 
  can be made, then the character will be able to 
  reach for his own, actual beam weapon and fire at 
  the machine - destroying it and freeing his 
  companions. The evil intellect is dead. The party 
  find themselves still in the cavern beneath the 
  planet Only a few minutes have passed. 
  Planet 4 - Type L Gas Giant 
  A large gas giant surrounded by rings of ice 
  particles. It has some 300 minor moons and 
  rocklets in its general vicinity, as well as a 
  colossal 21 larger moons. 
  Surveying the moons here will take a week. 
  Some are ice covered and silent - others are 
  volcanic and spectacular. Industrial chemicals 
  could be mined here, as well as basic metals. 
  Given the wealth found on the first planet, this 
  might be a workable place to one day place 
  shipyards 
  Planet 5 - Type T 
  Mostly water ice, this word has a lichen-like 
  organism that survives the intense cold and 
  prospers all across its surface. The thin 
  atmosphere has trave oxygen given off by the 
  lichen. There are some other small, simple 
  organisms that live in and on the lichen. 
  Although an excellent source of water ice for 
  colonists and star ships, there is a microbe in 
  the water that can survive normal 
  decontamination procedures. It cases a 
  ferocious and deadly strain of meningitis in 
  organisms with a cobalt or copper based 
  metabolism. 
  Planet 6 - Type S 
  A world with dense clouds and a greenhouse 
  effect that leads to immense atmospheric 
  pressure and temperatures. 
  A number of silicon life forms live down in the 
  depths. Most of them seem to be flowering 
  crystal plant-like growths, and several hard 
  shelled animals that browse upon them (or hunt 
  one another). 
  Planet 7 - Type J Gas Giant 
  A small gas giant. Unusually, it has no moons at 
  all. 
  Planet 8 - Type T 
  An ice planet with a violent atmosphere. 
  Planet 9 - Type T 
  A dark world sheathed in methane and carbon 
  dioxide ice. The world has two very lumpy 
  moons, one of which bears an uncanny 
  resemblance to Hortense Macclesby - the wife 
  of the regional Space Fleet Admiral... 
  ^pi 
  
  The Lucanii Drift 
  Sector 13: Lucanii Nu 
  cctor 13 
  Lucanii Nu 
  This is the 'home' sector of the Confederation 
  within the Lucanii Drift. 
  The beautiful but dangerous Gateway Nebula" 
  stretches through this sector. It is known to be a 
  navigational hazard. 
  Lucanii Nu 1 
  Star type: G (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 7 
  Asteroid fields: No 
  Comments: Lucanii Nu 1 is home to "Colony 1", the 
  Confederation's first settlement in the Lucanii Drift. 
  The sky here is dominated by the spectacular colour 
  of the nearby nebula. 
  Although this system has been explored, it still 
  holds some interesting secrets'. 
  Planet 1 - Type W 
  Scorched by the heat and tidal forces of the 
  sun, this rocky planet is quite unstable. There is 
  a great deal of volcanic activity here, shooting 
  immense jets up into orbit about the planet. The 
  orbit of this world about the sun is littered with 
  volcanic particles, making a visible ring. 
  A vessel might be able to hide itself behind one 
  of these vast volcanic jets, should the ship have 
  a desire to ambush an opponent... 
  Planet 2 - Type A 
  Another unstable planet. The core is largely 
  liquid, with rock plates floating like rafts atop the 
  magma. 
  Some interesting metals float to the top of the 
  magma from time to time. These "blooms" 
  would be valuable to mine, if the right 
  equipment could be found. 
  Planet 3 - Type H 
  "Gateway Colony" 
  Colony 1 is the 'showcase' colony for the 
  Confederation here in the Lucanii Drift. A self-
  supporting colony of 2000 individuals has been 
  seeded here. The colony runs large farms that 
  supply the other colonies and Starbase Keppler 
  with much-needed foodstuffs. 
  The colony is aggressively 'communal', with all 
  decisions being made by general meetings and 
  electronic vote. A set of rabble rousers and 
  cantankerous anti-technologists can often sway 
  the opinions of their neighbours. 
  Adventure seed 
  The commander of the Confederation star ship is 
  confronted by an angry colonist who wishes to 
  complain about the miners from planet 6. A ship 
  load of these miners is due to land on this planet 
  tomorrow. Every time the miners visit, they start 
  fights and cause trouble with the colony's women 
  folk... 
  "Gateway" is an entire world with many different 
  environments and weather zones. As such it 
  can be quite dangerous to wander without 
  weapons in hand and science scanners at the 
  ready. There are local organisms that can 
  cause disease - mosquito equivalents, amoebic 
  diseases in some stagnant waterways. There 
  are some very impressive "Brontosaurus"- sized 
  mammalian herbivores, and some huge four-
  legged predators that reach tyrannosaurus size. 
  The colony uses sonic generators as a 
  perimeter to keep the large animals far away 
  (we sure hope no Zangid saboteurs crash the 
  system!) 
  k^p 
  
  Sector 13: Lucanii Nu 
  The Lucanii Drift 
  
  The Lucanii Drift 
  Sector 13: Lucanii Nu 
  Starmap: Lucanii Nu 
  
  Sector 13: Lucanii Nu 
  The Lucanii Drift 
  Gateway "Mist-Ripper" super predator 
  Encountered: 1D2 
  Movement: 150 (50) 
  Intelligence: Animal 
  Psionic potential: 2D4 inactive 
  Hits: 8D8 
  Armour: -1 
  Attacks: 1 
  Damage: Chomp for 4D6 
  Morale: 9 
  XP: 560 
  These huge four legged predators can be found 
  in many forest and riverine areas. 
  These creatures spread a strange fog out of gill 
  slits on their sides. This fog can filter out to fill 
  an area hundreds of metres wide. The 
  creatures first tend to create a fog - and then 
  unerringly stalk their prey down in the thick, 
  impenetrable gloom.... 
  Adventure seed 
  Somewhere deep in the equatorial jungles, an alien 
  ship lies overgrown with trees and fungi. The 
  memory banks have part of the operating codes of 
  the drones. Downloading these codes brings player 
  characters halfway towards having a weapon that 
  might shut down the drones' operating system. 
  Planet 4 - Type W 
  This rock is a reddish orange colour that Hykot 
  characters find to be extremely funny 
  (apparently something to do with Hykot mating 
  colours). They cannot even glance at the thing 
  without sniggering and hooting with their weird 
  laughter. 
  Zangids and Rigellans, however, find the colour 
  quite offensive. This, too, has something to do 
  with mating colours. Zangid ships will avoid this 
  world. 
  Planet 5 - Type T 
  A frozen ice ball. Nothing of great interest, 
  although there are some red streaks through 
  the ice that are actually microorganisms. 
  Planet 6 - Type K Gas Giant 
  A nice rotund gas giant. 
  There are a host of small moons. One of these 
  has some useful crystal deposits that are being 
  mined by rowdy, scruffy and annoying civilian 
  miners. These individuals resent Space Fleet 
  poking into their business. Their mining facility 
  is ramshackle and decidedly unsafe. They have 
  a rickety industrial shuttle that makes runs to 
  Gateway colony every couple of weeks to pick 
  up food and liquor. Miners fight for places on 
  the shuttle, and then harass the colony 
  womenfolk the instant they reach the colony. 
  They are also likely to harass female starship 
  crew. 
  Planet 7 - Type M Super Gas Giant 
  A titanic gas giant with several hundred rocky 
  moons, some of which are being mined for 
  minerals that are used for Colony 1. There are 
  21 larger moons. These have been given a 
  cursory survey, and none were tagged as being 
  of great interest for mining or settlement. 
  The seventh moon is actually large enough to 
  class as a type E planet. The gravity is light, 
  and the world is home to some extraordinary 
  floating gasbag creatures that can be 
  hauntingly beautiful. There are outcrops of land 
  coral and primitive plants - many of which hum 
  and shimmer in the breeze. 
  Visitors should be wary of envenomed stingers 
  that trail from some of the predatory balloons. A 
  "Galleon" balloon is quite capable of killing a 
  human being. The venom is similar to Blu Fire 
  venom. Anyone investigating these creatures 
  and capturing some for study will make some 
  discoveries that are incredibly useful for medical 
  science - many mental ailments might be cured 
  by a modified version of this venom (and it may 
  ^pi 
  
  The Lucanii Drift 
  be a miracle cure for a future character 
  ailment!) 
  Lucanii Nu 2 
  Star type: M (red) 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 2 
  Asteroid fields: Gas and dust field 
  Comments: This star is surrounded by an immense 
  disc of gas and dust that glows a dull, dark red. 
  Confederation colony 2 is located here. It is a rather 
  ramshackle mining colony of about 500 individuals. 
  Planet 1 - Type E 
  This planet has an ammonia-methane 
  atmosphere, and is quite deadly to 
  Confederation style life. It is, however, 
  spawning some strange little swimming 
  invertebrates in its seas (water/ammonia seas -
  yum!). 
  The shells of some of the invertebrates are 
  incredibly beautiful, being made from opaline 
  deposits. 
  Planet 2 - Type W 
  Colony 2 - "Scoop city". 
  This is a deeply cratered rocky world. A colony 
  of 500 miners scoop and sieve the dust here for 
  gold and rare earths. This has provided some 
  'export income' that is a useful proof of the 
  viability of local colonisation. 
  Adventure seed 
  Something odd is going on at the northern pole. A 
  small team of prospectors are being very secretive 
  about their work here, and are clearly hiding 
  something from Space Fleet. They have deep drill 
  rigs, sensors, and have a half-busted old tug ship 
  orbiting on standby. The ship's crew are slovenly 
  Sector 13: Lucanii Nu 
  and barely speak Confederation 'basic'. 
  The prospectors have discovered a deeply buried 
  ancient alien city far beneath the surface. They are 
  mining this area for artefacts - strange alien art and 
  gems - and secretly smuggling these out via ore 
  shipments. They have a surface operation that sifts 
  some rare earths and copper from the dust of the 
  craters, and they use this as cover for their artefact 
  smuggling operation. 
  The artefacts have never been studied and vetted 
  by scientists. Some can be dangerous. The small 
  statues sometimes recorded the thoughts of their 
  alien masters. Some of these are pleasant dreams -
  others can download into someone's brain as an all-
  consuming obsession! (EG: the recipient must go to 
  a particular planet, or must destroy the nearest 
  power plant, etc etc). 
  Who knows what other terrors lie below - waiting 
  to be unleased upon these unwitting miners? 
  Orbit 3 - Dust/Gas field 
  A vast disc of gas surrounds the main inner 
  system. Hydrogen gas, carbon dioxide ice and 
  water ice make up much of the cloud, with 
  some sizable chunks of nickel/iron. Scanning 
  through the fields will take 3 or 4 days, and 
  yields no information of any real interest. 
  Lucanii Nu 3 
  Star type: K (orange) 
  Light: Dim 
  Heat: Medium 
  Size: Small 
  Number of planets: 7 
  Asteroid fields: No 
  Comments: Confederation colony 3 is located here 
  in this system. 
  Planet 1 - Type D 
  A strange and intriguing rock. The temperatures 
  vary from extreme cold at night to high heat 
  k^p 
  
  Sector 13: Lucanii Nu 
  The Lucanii Drift 
  during the day, but the world might be suitable 
  for terraforming. A proper survey (taking a 
  ground and orbital team 4 weeks) could prepare 
  a full report on the matter for submission to 
  Space Fleet Colonial Command. 
  Planet 2 - Type F 
  Colony 3 - "Nirvana" 
  A planet made up largely from bare red rock, 
  but seamed with a vast network of gorges and 
  canyons. These seem to be a result of tidal 
  stress during the world's formation. 
  The canyons are kilometres deep, and run for 
  thousands and thousands of kilometres. There 
  are waterfalls and rivers fed by weather 
  patterns that stay beneath the lips of the 
  gorges. Each canyon has an environment filled 
  with weird alien trees, odd grasses and 
  flowering plants. The massively high, sloping 
  cliff walls are home to a number of flying 
  species that are far more insect than bird. 
  Likewise, the scrub, forests and riverbanks are 
  populated by all manner of giant bug life. 
  The colony here is essentially a religious group. 
  The colony are dedicated 'primitivists', who 
  embrace a low technology lifestyle. There are 
  600 colonists here - hippies one and all. They 
  play musical instruments, make macrame, grow 
  organic food, and deeply resent any Space 
  Fleet interference. They have a leader, "Guru 
  Manalaga" - an Andromedan psychic who 
  preaches universal peace and brotherhood. 
  This man treats Space Fleet with cold 
  arrogance, insistence on their non-interference. 
  The colonists do not want assistance - even if a 
  plague should strike them! (But Space Fleet 
  regulations say that the local commander is 
  responsible for their wellbeing! A captain could 
  be cashiered for letting a plague infect a 
  population at will!) 
  Adventure seed 
  Guru Manalaga is actually a psychic adept who has 
  settled here so that he can secretly study some 
  ancient bas reliefs made by an ancient and 
  inimitable race of psionic slavers. He has perfected a 
  technique that allows his to drain the life essence 
  out of his followers to prevent his own body from 
  aging or suffering effects of disease. If this DNA 
  profile can be secured and sent back to Space Fleet 
  for analysis, information will eventually return 
  showing that this same man is almost 200 years old. 
  The guru's powers are increasing. He can change the 
  will of officers sent down to deal with him. But he is 
  also discovering how to drain life force to massively 
  increase his psychic powers. 
  Planet 3 - Type I 
  A massive gravity world! There may be some 
  useable mineral deposits here, but mining 
  operations on the 6 G world would be 
  dangerous, expensive and difficult. 
  Planet 4 - Type B 
  This world is subject to constant eruptions and 
  earthquakes. 
  Worlds such as this often have extremely 
  valuable resources. A close 2 day orbital survey 
  of this world will reveal that there are warp 
  crystals present on the planet - a damned 
  useful resource! 
  There are some rather dangerous silicon 
  lifeforms lurking here amidst the cracked, 
  spectacular terrain. These will make attempted 
  mineral surveys extremely dangerous. 
  ^pi 
  Silicon Beast of Lucanii Nu 3-4 
  Encountered: 1D2 
  Movement: 120 (40) 
  Intelligence: Animal 
  Psionic potential: 2D4 active 
  Hits: 4D8 
  Armour: -5 
  
  The Lucanii Drift 
  Attacks: 1 
  Damage: Crush for 2D6 
  Morale: 9 
  XP: 135 
  These terrible creatures literally teleport 
  themselves to any place they can see (costing 
  then 2 psychic power points). They appear in 
  near-silence (roll a 'contact' check to notice 
  their arrival) and attack with surprise, destroying 
  first personnel, and then equipment. 
  They are driven to a cold fury by the signals 
  that emanate from scanning equipment and 
  communicators. 
  Planet 5 - Type O 
  The orbit of this planet takes it outside of the 
  usual orbital plane. It has a carbon dioxide 
  atmosphere that completely freezes into ice 
  during the 'winter' part of the planet's cycle. The 
  planetary year lasts about 10 earth months. 
  Planet 6 - Type W 
  A red, rocky world. There are scars on the 
  surface here that look like beam weapons 
  strikes. The planet seems to have once been 
  attacked from orbit several thousand years ago, 
  but there is no remaining evidence of the 
  targets. 
  Planet 7 - Type T 
  A delicious, frosty ice ball! 
  Lucanii Nu 4 
  Star type: Rotary variable binary: O (blue) and a 
  White Dwarf 
  Light: Bright/Dim 
  Heat: Hot/Low 
  Size: Large/Small 
  Number of planets: 1 
  Asteroid fields: Yes 
  Comments: Confederation colony 4 is located in 
  this system. The suns here give off a great deal of 
  Sector 13: Lucanii Nu 
  extra light for about 2D3 days every seven months. 
  Planet 1 - Type M Super Gas Giant 
  This titanic gas giant gives off a massive 
  amount of radio noise and magnetic 
  interference. Ship's sensors and transporters 
  can suffer as a result. 
  There are hundreds of small rocky moons, 4 
  small ice moons - and a dust moon that has 
  been colonised by the Confederation. 
  Colony 4 - "Henderson's World" 
  This moon of Lucanii Nu 4-4 has an oxygen 
  atmosphere. It is classed as a type F world. The 
  surface is largely covered in thick dun coloured 
  dust. This dust puffs up whenever anyone 
  moves or travels through it, necessitating the 
  use of filter masks. 
  The dust covers some useful mineral deposits -
  rare earths that are used in the production of 
  teleporter units. 
  Currently there is a pair of mobile mine units 
  slowly cruising the continents of the planet, 
  traversing the edges of some of the great dust 
  seas. These mining units have been shipped in 
  at great expense. They are huge, tracked 
  vehicles that suck in dust at the front and filter it 
  for minerals. A community of 200 people live on 
  each giant vehicle, servicing the equipment. 
  They are like strange, noisy starships that crawl 
  slowly through the dust. 
  There is a considerable ecology living on this 
  worlds. Some weird 'raptor-like' predators 
  accompany the slow moving mining units, 
  chasing down other wildlife that is scared into 
  flight by the approach of the mining machine. It 
  is not a good idea to go outside the machines -
  the predators will close in on anything that looks 
  tasty! 
  k^p 
  
  Sector 13: Lucanii Nu 
  The Lucanii Drift 
  Adventure seed 
  What a perfect place for a murder! 
  The starship's engineers are called down onto 
  mining unit 1 to help install a new set of air filtration 
  parts. While there, they meet a group of six nuns 
  who run the commissary and teach the miners' 
  children. But that evening, one of the nuns is found 
  dead. She is in her own room - sealed from within -
  and apparently died in her sleep. The first people 
  entering the room feel slightly short of breath for a 
  few minutes. Medical examination shows that the 
  nun suffocated - but not from carbon dioxide. 
  There are no marks on the body. A science roll 
  shows that she was killed by nitrogen. The air in the 
  room was displaced by nitrogen being pumped into 
  the air ducts. 
  It is up to the starship crew to investigate the 
  murder! 
  The dead woman - Sister Mary - was a new arrival. 
  She has been on the station only for the last 2 
  weeks. 
  There are a few 'red herrings'. One of the mine 
  operators has had arguments with Sister Mary over 
  the last week (she suspected him of beating his 
  children). The mining station's accountant is also 
  shifty (he is actually helping to plan a robbery of the 
  mining scoop's yearly profits'.) 
  Sister Anders - one of the other nuns - is actually a 
  murderous criminal on the run! Sister Mary 
  recognised her, and had been speaking with her in 
  private - trying to convince Sister Anders to fess up 
  and repent. Sister Anders decided to Murder Sister 
  Mary to preserve her new ID. 
  The night before the murder, the nuns were all 
  moving in a group through the corridors outside 
  their quarters. Sister Anders lingered behind the 
  other sisters, and damaged the security camera 
  that watched the corridor outside of Sister Mary's 
  room. 
  ^pi 
  On the day of the murder, Sister Anders was on 
  'vigil' alone in the nun's chapel. She programmed a 
  simple holo projector used in the school classroom 
  to project an image of herself kneeling in silent 
  prayer, and then took off to kill Sister Mary. 
  Sister Anders went down into the crawl spaces and 
  emerged out into the changing rooms of the 
  current shift of miners working the main scoop 
  room. She dressed herself in an enclosed anti-dust 
  suit, went into the mining area and took a canister 
  of compressed nitrogen used for cleaning mining 
  scoops. She then went into the corridor outside 
  Sister Mary's room and fed nitrogen into the air 
  system, suffocating Sister Mary in her sleep. Sister 
  Anders was seen leaving the area, but was in an 
  enclosed suit and was not recognised. The suit itself 
  and the nitrogen canister were both tossed out a 
  trash unit and dumped onto the surface (the suit 
  had Sister Anders' DNA inside it). 
  One of the other nuns went in to check on Sister 
  Anders while she was supposedly in 'vigil'. She 
  realised that Anders had left a projection in place, 
  and was not present. This nun - Sister Karyn -
  believes that Anders actually might have a lover -
  Anders has been very chummy with the head of the 
  accounting department (Anders is planning a 
  robbery!). But when Anders realises that Sister 
  Karyn can blow her alibi, Sister Anders will make 
  killing sister Karyn her next priority! The chase may 
  end up outside the mining unit's hull - out amongst 
  the dust and predators'. 
  Can the ship's crew save Sister Karyn, and bring the 
  other murdering nun to justice? 
  Orbit 2 - Asteroid field (very large) 
  A very broad asteroid field spreads out through this 
  star system. It is filled with nickel iron asteroids, 
  although some gold, silver and platinum can be 
  found here - all useful industrial metals. Some 
  prospectors living in a converted cargo pod are 
  investigating the asteroids, using a beaten up old 
  ex-Zangid shuttle for transport. If asked, they say 
  
  The Lucanii Drift 
  Sector 13: Lucanii Nu 
  that they found the shuttle abandoned in the dust 
  of Henderson's world. 
  Lucanii Nu 5 
  Star type: A (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: 5 
  Asteroid fields: None 
  Comments: Due to the presence of an alien race in 
  this system, the place is off limits to civilian traffic. 
  However - prospectors may try to illegally enter the 
  system. Planet 4 has incredibly valuable crystal 
  deposits, and prospectors would love to get their 
  hands on these goodies. 
  Planet 1 - Type W 
  A piquant little rock, with some delightful 
  cinnamon shading at the equator. 
  Planet 2 - Type A 
  A churning, storm ridden world, rife with 
  volcanic activity. The atmosphere is very high 
  pressure. There might be weird chemical 
  compounds down on the surface that could 
  bring a high income, but the immense 
  atmospheric pressure would require very 
  special equipment. 
  Planet 3 - Type D 
  It's large, lifeless - has a carbon 
  dioxide/Nitrogen atmosphere.... Some amino 
  acid soup is bubbling away in a few thermal 
  vents... 
  Planet 4 - Type H 
  A primitive culture lives on this world. 
  Interaction with these creatures is forbidden by 
  Confederation law - at least until their science 
  develops to a higher level. 
  The planet is inhabited by a race of rather 
  astonishing, vaguely humanoid plants (the 
  creatures have heads like iris flowers, and leafy 
  limbs). These creatures are clearly intelligent. 
  They mine metals - using hyperwarp crystals 
  as a power source to run their primitive smelting 
  units. The metal is used for making spears and 
  primitive weapons. The weapons are used to 
  keep large angry herbivores at bay - the plants 
  care little about more traditional flesh-eating 
  predators, and actually encourage them around 
  their settlements. 
  The plants do not like animal life forms 
  (especially vegetarians such as Taurans!). They 
  may show interest in green skinned or blue 
  skinned humanoids, who might be seems as 
  being slightly more 'plant-y'. 
  The plant creatures have a complex spirit 
  religion. They seem to walk about on 
  pilgrimages to various shrine sites dotted about 
  their weird, majestic world. 
  Adventure seed 
  Hyperwarp crystals seem to be common on the 
  planet Illegal prospectors would love a chance to 
  force locals into revealing where the crystals come 
  from, since the crystals seem to be undetectable 
  from orbit. Sounds like a chance for a Pleiadian or 
  smuggler ship to cause some trouble! 
  Planet 5 - Type X 
  An absolute hell planet! 
  The atmosphere of this planet is corrosive. 
  Hydrofluoric acid rains from the clouds. Big 
  hard-shelled monsters trundle across the 
  surface, eating flat black foliage and 
  occasionally dining upon one another. Valuable 
  fluorides vomit out of low, flat volcanoes from 
  time to time - many of them burning as they 
  strike the acid waters... 
  The air is corrosive and insidious. The rain and 
  water is horrifying acid. The wildlife is angry, 
  vicious and has acid for blood.... 
  k^p 
  
  Sector 13: Lucanii Nu 
  The Lucanii Drift 
  Don't crash-land here! Great place for an 
  enemy spy post, though! 
  Lucanii Nu 6 
  Star type: M (red) 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 2 
  Asteroid fields: None 
  Comments: Just a quiet little corner of the 
  universe. 
  Planet 1 - Type K Gas Giant 
  A small yet perky gas giant. There are several 
  dozen small moons - and one very large one. 
  The large moon is a type C world in its own 
  right. 
  Planet 2 - Type S 
  A crashed drone vessel is lying on the surface 
  here. This may well be the players' first 
  encounters with the drones. Inside the hull, 
  mech drones are still operable, and will attack 
  player characters who enter the drone ship's 
  hull. 
  Diatoms! 
  Strange, 2 dimensional beings live on this 
  planet. They are shaped like very complex 
  snowflakes about 10 CM to 40 CM in width. 
  If characters go down to the planet's surface, it 
  is almost inevitable that 2D2 diatoms of various 
  sizes find their way on board ship. They seem 
  harmless, travelling about walls and getting into 
  the damndest places. They photosynthesise for 
  energy, and like some occasional water. The 
  even can find their way onto the chests and 
  backs of uniforms. As far as ship's "pets" go, 
  they seem to be harmless. The creatures are 
  curious, friendly, like bright lights and seem to 
  communicate with one another via little bursts 
  of radio signals. 
  ^pi 
  
  The Lucanii Drift 
  Sector 14: Lucanii Xi 
  cctor 14 
  Lucanii Xi 
  No Zangid ships can be encountered here. 
  Caeliferan vessels have perhaps only just 
  begun to creep this far into the drift. 
  Lucanii Xi 1 
  Star type: M (red) 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 4 
  Asteroid fields: None 
  Comments: A system that would have been 
  unremarkable - were it not for the terrible life 
  forms that dwell upon the second planet. 
  Planet 1 - Type W 
  A rocky world with nothing to recommend it. If 
  you have a need for lead, there are some liquid 
  surface deposits on the day side. 
  Planet 2 - Type X (looks initially like an H class 
  world) 
  A lush type H world, with small oceans and 
  large ice caps. Sensors will locate a faint power 
  source in operation somewhere down on the 
  main continent below. Closer examination 
  shows that some sort of alien vessel is half 
  buried in the soil of the planet's surface. 
  Some sort of crashed alien vessel lies in an 
  area of tall bamboo-like plants and wrinkled 
  gullies. It seems to be extremely old. 
  Adventure 
  The area near the wreckage is warm, and some sort 
  of cicada-like insects trill in the bamboo. There are 
  no visible predators or large life. The bamboo has a 
  sweet, pleasant scent. 
  Landing parties coming down in the area of the 
  alien wreck will discover the withered corpses of 
  several Confederation miners. These prospectors 
  seem to have been gunned down by beam weapon 
  fire - except for one body some distance from the 
  others, which seems to have killed itself. Their ship 
  is nearby - a small vessel that has suffered a drive 
  overload - either from a freak accident, or possibly 
  caused deliberately. 
  The alien ship itself shows damage from a crash. It is 
  thousands of years old. Inside the vessel, there are 
  withered corpses of aliens inside failed stasis tubes. 
  Damaged computers and machinery are badly 
  tangled with other wreckage, but there is 
  apparently some power still available. Anyone 
  messing with the systems will accidentally activate 
  an energy shield. This shield protects the 
  surrounding area for some 20 kilometres radius. 
  This prevents beam out/beam in - although a party 
  could probably land a shuttle through the screen 
  (very slowly'.). 
  The major problem here is the wildlife! 
  Sonic radiations from the insects living in the grass 
  here cause delusions in all humanoid life forms. 
  Taurans and Felicians will be the first effected due 
  to their keener hearing. The subsonics will put each 
  crew member into a state where they begin to 
  hallucinate. The hallucination will seem utterly real, 
  and will be both absorbing, full of danger, and 
  critical! A medic will be trying to save an imaginary 
  casualty, or will keep trying to revive a dead man. 
  Security officers will decide that other landing party 
  members are actually Zangids, and will begin trying 
  to stalk and kill them. Each person has a paranoid 
  delusion that suits their particular obsessions. 
  Communication is impossible - each victim hears 
  only what they imagine they want to hear. But their 
  paranoid delusions will soon cause any characters 
  down on the planet to begin actively trying to kill 
  k^p 
  
  Sector 14: Lucanii Xi 
  The Lucanii Drift 
  Starmap: Lucanii Xi 
  
  The Lucanii Drift 
  Sector 14: Lucanii Xi 
  one another, or to delude themselves into killing 
  themselves. 
  The insects can be cleared out of an area by the 
  smoke of wide brushfires or grass fires, or some 
  similar ploy. Only then will someone be thinking 
  clearly enough to shut down the screens on the 
  alien ship. 
  The memory banks of the ship contain valuable 
  intelligence on the drones - who seem to have been 
  created by this particular race, only to turn upon 
  them and exterminate their civilisation. 
  Planet 3 - Type W 
  Avery large rocky world. Surface gravity is c. 
  3G. 
  Planet 4 - Type P 
  A world that roils with dangerous volcanos. The 
  world is wrapped with dense clouds of sulphur 
  dioxide and carbon dioxide. 
  Lucanii Xi 2 
  Star type: G (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 5 
  Asteroid fields: None 
  Comments: A warm and pleasant star system 
  holds a deadly secret... 
  Planet 1 - Type W 
  A scorched, seared rock well pitted with craters. 
  Planet 2 - Type A 
  A churning, chaotic world that has only recently 
  coalesced out of debris. The planet is still hot 
  from the massive collisions. Useful minerals 
  could be found here, but the molten, seething 
  surface would make mining virtually impossible. 
  However, if rare elements are ever needed for 
  starship repairs, a ship might be able to locate a 
  small amount, lock onto some of the desired 
  element and teleport it aboard. 
  Planet 3 - Type G 
  A world that is completely encased in a shallow 
  sea. A few mountaintops jut from the waters, 
  but there is very little solid land. 
  There are, however, huge rafts many hundreds 
  of kilometres across that are made from the 
  tops of titanic plants rooted in the sea floors. 
  Mats of floating algae a metre thick form the 
  island floors, while the huge branching 'tree' 
  structures of the underwater plants jut up to 20 
  metres above the surface. These floating island 
  forests form archipelagos and chains all across 
  the oceans. There are many different sub 
  species depending upon climate region. 
  The floating islands are populated with 
  amphibious forms that swim in the ocean but 
  hunt for fish in the sea, with flying creatures, 
  odd little marmosets, and amphibious 
  herbivores that wander the islands but can also 
  swim to new locations. There is a very nasty, 
  semi intelligent predator lurking on the mats, 
  and they can creep up through the algae, or 
  camouflage themselves against the trees (use 
  stats for a troll from Labyrinth Lords, P 100). 
  Landing a shuttle craft on an island can be 
  dangerous - they can eventually sink through 
  the algae mat, and the algae will close over 
  above the vessel. Within minutes, there will be 
  no way to tell where you parked! However, the 
  plant life shows a wealth of medical 
  compounds. In particular, the buds of one 
  species of algae tree can be juiced to provide 
  an elixir that grants +1D3 psy points to a 
  character within a few minutes after imbibing 
  the juice. The effects last for 6 hours - but be 
  careful about getting hooked! The juice is 
  invigorating! 
  k^p 
  
  Sector 14: Lucanii Xi 
  The Lucanii Drift 
  Planet 4 - Type K Gas Giant 
  A gas giant that is surrounded by spectacular 
  rings. These rings glitter with astounding 
  beauty. Small fragments of warp crystal make 
  up part of the particle fields, and these literally 
  light up and ripple with light under the caress of 
  the planet's magnetosphere. 
  As a result of this, ship's communications, 
  teleporters and sensors do not operate 
  anywhere near this planet. 
  Adventure 
  A derelict starship is in orbit here. 
  The ship is an extensive structure - a huge globe, 
  with damage where another vessel or an asteroid 0; 
  crystalline structure has crashed into its side. There 
  are no life readings - and no sign of power being 
  generated on the ship. 
  The alien ship was once filled with alien colonists 
  that were in suspended animation. Crystalline 
  creatures from the crystal ship have infiltrated the 
  vessel, and they have infected the bodies of the 
  colonists. The colonists are effectively zombies, 
  piloted by the crystalline creatures. 
  The ship holds 1000 colonists... And the crystalline 
  creatures want to capture a working starship, 
  absorb its crew, and then go on to attack more 
  targets in the stars beyond. 
  Each crystalline 'zombie' is dull of wit. They are 
  directed by floating crystals (S&S 2nd Ed, P 56). 
  Most of the zombies are armed only with clubs and 
  their own teeth, but a few have beam weapons. 
  They are immune to the effect of vacuum, and will 
  try to launch their way over onto a nearby 
  starship's hull. The crystal creatures can interact 
  with ship's computers, allowing them to open 
  doors. If a crystal creature reaches a computer 
  terminal, it could shut off a ship's life support. 
  ^pi 
  Planet 5 - Type T 
  A wild, frozen world. Huge geysers erupt water 
  high into the sky, where it freezes into ice and 
  rains down in deadly chunks and shards. 
  Lucanii Xi 3 
  Star type: F (white) 
  Light: Bright 
  Heat: Medium 
  Size: Small 
  Number of planets: 3 
  Asteroid fields: Dust and gas field 
  Comments: Nothing unusual here. Small, but 
  perfectly formed. 
  Planet 1 - Type W 
  This small planet is heavily covered in craters. 
  There are many useful metals in the craters 
  here. The place would be well worth 
  investigating as a potential mining station. 
  Planet 2 - Type F 
  This desert world has a thin but breathable 
  atmosphere some sparse vegetation. Most of 
  the plant life survives by trapping morning dew 
  - often in wide, dish shaped collectors of 
  cemented silica sands that surround their root 
  systems. The local animals are all water 
  efficient arthropods. 
  A faint energy reading is coming from a rock 
  formation near one of the equators. 
  On further examination of the rock formation: A 
  pillar of rose coloured quartz gives off a faint 
  power reading. It radiates a psionic field that 
  brings a sense of contentment, wonder and joy. 
  Anyone coming within 300 metres of the pillar 
  immediately comes under a power 16 psionic 
  attack. If the attack succeeds, then the victim 
  wants nothing more than to go to the pillar and 
  sit down to bask in the beautiful feelings. 
  Another attack is rolled every 10 minutes that a 
  
  The Lucanii Drift 
  character is in range of the pillar. 
  Characters that are in the spell of the 'pleasure 
  generators' will literally sit with their backs 
  against the pillar and stare at nothing until they 
  die of dehydration. They take 1D8 damage from 
  dehydration per day. 
  Feelings of hatred and loathing negate the 
  'bliss' of the pillar. 
  Planet 3 - Type W 
  A desert of deep red-oxide dust and rusty 
  brown rock. 
  Lucanii Xi 4 
  Star type: Red Supergiant 
  Light: Medium 
  Heat: Medium 
  Size: Large 
  Number of planets: 5 
  Asteroid fields: Large collection of asteroids and 
  planetoids in far outer orbit. 
  Comments: Irregular luminosity makes the heat 
  and radiation levels of all planets in this system vary 
  wildly. Radiation levels can be deadly to 
  unprotected crew. 
  Planet 1 - Type P 
  Bathed in the baleful light of the sun, and 
  wrenched by tides, this radioactive hell hole is 
  dangerous to visit. It is tide locked, with 1 face 
  always locked facing towards the sun. The 
  reverse side is therefore protected from the 
  heat and radiation of solar flares. 
  Planet 2 - Type E 
  There is actually life on this planet. Large single 
  celled organisms - jelly slimes - live in and 
  amongst the rocks. These creatures are 
  marvellously heat proof, light proof and 
  radiation proof. In fact, they are well worth 
  collecting for further study. 
  Sector 14: Lucanii Xi 
  If slimes are collected for study, an anti-
  radiation serum can be developed after 1D3 
  months of study that gives a +2 to all radiation 
  saving throws. 
  A slime may also decide it is a crewmember's 
  particular pet. 
  Large Pet Slime Xi 4-2 
  Encountered: 1 
  Movement: 90 (30) 
  Intelligence: Animal 
  Psionic potential: 3D6 inactive 
  Hits: 3D8 
  Armour: 0 
  Attacks: 1 
  Damage: Enfold and bite for 1D6 
  Morale: 9 
  XP:50 
  A 'large' pet slime is about the size of a basket 
  ball. It has three eyes, and moves about by 
  slithering along ceilings and walls. It can also 
  jump about two metres. These slimes also 
  become adept at flying through the atmosphere 
  when in zero gravity. 
  These creatures purr and vibrate. They are 
  quite affectionate to their chosen owner, and 
  can be a pain in the ass to everybody else. 
  Planet 3 - Type W 
  A sulphuric ball with a thin atmosphere of toxic 
  gasses. Storms whip sulphur dust in long trails 
  all across the surface. 
  Planet 4 - Type K Gas Giant 
  Three separate fine rings surround this gas 
  giant. 
  Planet 5 - Type T 
  A deep, deep series of chasms run beneath the 
  ice. Strange chemical compounds have given 
  rise to several strange microorganisms that live 
  around deep thermal pools down in the ice 
  k^p 
  
  Sector 14: Lucanii Xi 
  The Lucanii Drift 
  chasms. Some of these organisms might be 
  useful for handling pollutants, and are 
  invaluable for scientific study. 
  Some unpleasant life forms live down inside 
  this world. These include White Wisps (S&S 2nd 
  Ed, P70). 
  ^pi 
  
  The Lucanii Drift 
  Sector 15: Lucanii Omicron 
  15 
  Lucanii Omicron 
  Lucanii Omicron sector borders other sectors 
  off to the Galactic East. There are whole 
  quadrants lying off beyond. Umpires can feel 
  free to expand the games maps off in this 
  direction. 
  Zangid ships are not found in this sector as yet. 
  The Zangids have not penetrated this far to the 
  east of their base. 
  Lucanii Omicron 1 
  Star type: B (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Large 
  Number of planets: 7 
  Asteroid fields: 2 
  Comments: There is a great deal of debris in this 
  system: comets, asteroids and dust. Drone ships 
  might possibly be lying in ambush virtually 
  anywhere... 
  Planet 1 - Type A 
  A tumultuous planet, torn by massive tidal 
  forces. Spectacular to watch - impossible to 
  visit. 
  Planet 2 - Type W 
  A baked, seared rock. 
  Planet 3 - Type A 
  This planet seems to have been recently 
  formed by a spectacular collision between two 
  smaller worlds. Dangerous fragments the size 
  of continents are still whirling through its orbit. 
  Navigation here is dangerous and alarming. 
  Planet 4 - Type C 
  Another grumbling, roiling world. The surface is 
  largely hidden by sulphur clouds leaked forth by 
  the many vents and volcanoes that dot the 
  surface. 
  The volcanic zones here have left valuable 
  mineral deposits easily reachable upon the 
  surface. But hot lava monsters can prove to be 
  dangerous. 
  Lava Beast of Lucanii Omicron 1-4 
  Encountered: 1D2 
  Movement: 120 (40) 
  Intelligence: Animal 
  Psionic potential: 3D4 active 
  Hits: 3D8 
  Armour: -5 
  Attacks: 1 
  Damage: Blazing engulf for 2D6 
  Morale: 8 
  XP:65 
  These creatures can erupt out of lava or ash 
  fields without warning. They attack movement, 
  and sources of electrical power. 
  The creatures are effectively immune to dart 
  rifles and beam weapons. Icy cold - such as 
  liquid nitrogen - will deal lethal damage to 
  these monsters. 
  Planet 5 - Type F 
  Water is largely locked up in huge icecaps, with 
  the temperate and equatorial regions consisting 
  largely of deserts. A summertime thaw causes 
  enormous rivers of melt water to spring up, 
  causing an outbreak of plant growth and 
  flowering plants. 
  Adventure 
  A fallen civilisation still clings grimly to life. Huge 
  empty cities lie in the deserts. But there is only a 
  single small enclave of survivors left - a race that is 
  living in an underground complex, supported by 
  failing machines. 
  k^p 
  
  Sector 15: Lucanii Omicron 
  The Lucanii Drift 
  Starmap: Lucanii Omicron 
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  ^pl 
  
  The Lucanii Drift 
  Sector 15: Lucanii Omicron 
  Any team that goes to investigate the ruins will be 
  teleported away to a shielded underground facility. 
  Any interesting characters from the player's ship 
  will also be seized (varied races are desired by the 
  creatures down below). 
  The player characters immediately find themselves 
  in some sort of arena, surrounded by crowds of tall, 
  dark red-skilled humanoids. Primitive melee 
  weapons have been stuck into the ground nearby -
  axes, spears and swords. 
  Some quite attractive examples of the humanoid 
  aliens (of the opposite sex) face the player 
  characters in battle. A ferocious fight ensues. Clever 
  characters might prefer to fight to stun opponents 
  rather than slay them... 
  If the players manage to win, their opponents 
  vanish from sight. Booming voices from mid-air 
  declare that "the alien creatures may not be 
  detrimental to the community. Further testing shall 
  be made. The detrimental must be destroyed." 
  The characters will be teleported into cells. In a 
  while, they will be joined by their opponents, who 
  have been healed - and some exchange of 
  information can begin. 
  Players will learn that the natives living here are all 
  cared for by 'the guardians' - elders appointed by 
  the 'old ones' millennia ago to guard and protect 
  the species. The 'opponents' here have been judged 
  to be detrimental' due to their inner streaks of 
  rebellion or wish for exploration. They have been 
  seized and flung into the combats in order to prove 
  their worth, or die. 
  Other tests will begin for the player characters. 
  Deadly tests of intellect - with the players having to 
  navigate a deadly maze, or protect one of the local 
  creatures from terrible danger. 
  It seems the strange 'guardians' are keen for the 
  player characters to socialise with the native 
  prisoners. It also becomes clear that this last pocket 
  of civilisation is dying. The guardians forbid anyone 
  to go to the surface because of the 'radiation" 
  (there is none). The old machines that make power 
  and food are failing. But most importantly, the 
  qualities of questioning, rebellion and adventure 
  are punished. 
  If a local creature can be 'romanced', it will reveal 
  that there is a place where one can consult with the 
  elders. It is a guarded chamber - the player 
  characters will have to fight or trick their way into 
  the chamber. 
  Once in the chamber, they discover that the 
  "Guardians" are a bank of computers - machines 
  programmed millennia ago to protect the legacy of 
  a dying race. 
  They have determined that DNA from outside 
  sources will be required. To do otherwise would be 
  to the detriment of the species. The player 
  characters will be integrated into the genetic 
  population if they prove worthy. If they are proved 
  to be a potential detriment to the population, they 
  will be destroyed. 
  The brains can be talked into admitting that they 
  have caused detriment to the natives - and that 
  they themselves are unworthy. By their own 
  criteria, they must be destroyed. Framing the 
  argument requires a 'Contact" roll. The computers 
  will self-destruct if properly bamboozled. 
  Orbit 6 - Asteroid field 
  A ring of what might be planetary debris. 
  Planet 7 - Type M 
  A very vast gas giant 
  star in its own right. 
  almost a brown dwarf 
  The gas giant's system has hundreds of small 
  moons and ice bodies in orbit about it. 2 or 3 
  k^p 
  
  Sector 15: Lucanii Omicron 
  The Lucanii Drift 
  days of careful survey will note a few zones that 
  have useful minerals. 
  Planet 8 - Type W 
  Well cratered, and covered with immense 
  crystals. 
  Orbit 9 - Dust and particle clouds 
  Dense particle clouds extend far out into space. 
  Lucanii Omicron 2 
  Star type: G (yellow) 
  Light: Medium 
  Heat: Medium 
  Size: Medium 
  Number of planets: 6 
  Asteroid fields: None 
  Comments: A quiet system, with occasional 
  outbreaks of drone... 
  Planet 1 - Type D 
  A rock - wildly hot and covered with a dense 
  carbon dioxide atmosphere. 
  Planet 2 - Type X 
  A silicon world - populated with silicon life 
  forms. The dominant life are shell-covered, 
  powerful and densely constructed creatures 
  something like a cross between giant killer 
  snapping turtles and ankylosaurs (similar to 
  giant turtles, S&S 2nd Ed, P 69). The creatures 
  are dangerous and difficult to kill. 
  The water here is all filled with poisonous 
  silicates. The air, however, is quite breathable. 
  Temperatures are within humanoid toleration. 
  Items on this planet tend to swiftly become 
  covered over with quartz and opal crystals. 
  Regular storms wash up valuable crystals on 
  the beach shores, which would be well worth 
  harvesting. 
  Planet 3 - Type W 
  A rocky planet with deep oceans of light, 
  restless dust. There is no atmosphere to speak 
  of. 
  It would be quite easy for a drone to use the 
  dust here as cover for an ambush... 
  Planet 4 - Type K Gas Giant 
  A small gas giant planet that is constantly torn 
  by storms. It has a tight ring of small moons, all 
  of which are constantly bombarded by high 
  levels of radiation. 
  Planet 5 - Type B 
  A planet with as moon almost its own size. They 
  orbit one another rapidly, causing extreme tidal 
  stress to one another. 
  Planet 6 - Type T 
  A ball of methane ice. 
  Lucanii Omicron 3 
  Star type: F (white) 
  Light: Bright 
  Heat: Medium 
  Size: Small 
  Number of planets: 3 
  Asteroid fields: None 
  Comments: A potential colony world is in this 
  system. Always nice to know.' 
  Planet 1 - Type W 
  This rocky world has a dazzlingly fast orbit - 32 
  days for a complete circuit. Its summer mid-
  point sees temperatures hot enough to melt 
  lead and silver. 
  Planet 2 - Type E 
  This planet has some primitive microbial life. 
  There is a fast-growing sponge that usefully 
  filters poisons out of oxygen, and this could be 
  a useful addition to starship emergency 
  hydroponics kits. 
  ^pi 
  
  The Lucanii Drift 
  Sector 15: Lucanii Omicron 
  
  Sector 15: Lucanii Omicron 
  The Lucanii Drift 
  Planet 3 - Type H 
  A green world perfect for supporting humanoid 
  life. Extensive polar icecaps make for a chilly 
  set of northern and southern climes, but the 
  equatorial region is comfortable for most 
  humanoid species (though Gorrans, Taurans 
  and Hykot will find it rather chilly!). The 
  equatorial continents are filled with rivers, 
  streams and deep interlinked tarns, which are 
  fed by melt waters form the poles during 
  summer. 
  Local animal life seems abundant. The waters 
  teem with fish, and the lands surrounding the 
  many streams are rich with alluvial soils. Flying 
  animals, a mountain goat like creature, arboreal 
  monkey creatures and a great many tiny 
  mammals teem through the eco system. The 
  sheer abundance of fish looks like being an 
  immense resource for the local colonies. 
  There is something odd about the place. A 
  biologist should make a difficult (-5) science 
  check, and see if they notice what is wrong. 
  (There are flying animals, and small herbivores 
  that live only on high, rocky ground. There are 
  no herbivores or creatures larger than mice that 
  live by the streams and in the nearby open 
  ground.) 
  A problem here is a predatory animal that lives 
  down in caves far below the water. 
  If a new colony is established, the colonists are 
  likely to net great quantities of the local fish. 
  This will reduce the amount of food that 
  supports the predators, and the predators will 
  start sneaking stealthily up out of the water and 
  looking for other things to eat. Slow moving 
  livestock and humanoids are prime prey, and 
  the predators will become a terrible, murderous 
  danger. 
  If a predator is slain, then juveniles tends to 
  come into its territory, mature, and start trouble 
  all over again. The only solution is to keep only 
  to the highlands far from the water, or lure the 
  creatures off by seeding mating scent into the 
  waters, and establish some sort of quarantined 
  zone that is predator free. 
  ^pi 
  The "Bandersnatch" of Lucanii Omicron 3-3 
  Encountered: 1 
  Movement: 200 (70) 
  Intelligence: Average 
  Psionic potential: 3D4 inactive 
  Hits: 5D8 
  Armour: -5 
  Attacks: 1 
  Damage: Bite for 2D6 
  Morale: NA 
  XP: 350 
  This terrible predator has a long neck, a mouth 
  fill of fangs, and is extremely intelligent and 
  cunning. They move with speed through the 
  water and on land alike, but have trouble 
  climbing, and cannot climb trees or rocks 
  (though they can rear up and reach 5 metres 
  high with their jaws). They track by scent, and 
  have exquisitely attuned scent sensors. They 
  are violently territorial, and males will fight to the 
  death to secure a mate. 
  The Bandersnatch has a chameleon-like ability 
  to camouflage itself. It is skilled at keeping itself 
  concealed before it strikes. When it moves, it 
  moves with lightning speed, and is powerful 
  enough to smash clean through fences, huts 
  and ground cars. They always return to the 
  water after a kill, and cannot live for long out of 
  water (a few hours at most). 
  Autopsy of a dead Bandersnatch will reveal that 
  it has several types of scent-producing glands. 
  Placing mating scent into an area of water will 
  draw male Bandersnatch to the area, 
  whereupon they will fight one another. 
  Only 5% of the population are females. 
  
  The Lucanii Drift 
  Sector 15: Lucanii Omicron 
  Lucanii Omicron 4 
  Star type: M (red) 
  Light: Faint 
  Heat: Low 
  Size: Small 
  Number of planets: 4 
  Asteroid fields: None 
  Comments: An extremely dim star that is scarcely 
  visible to the naked eye from many of the 
  neighbouring systems. 
  Planet 1 - Type B 
  An unstable world. The thin crust of this planet 
  floats above a liquid core that surges with tides 
  caused by the extreme proximity of this planet 
  to its star. The planet seems to have collected 
  heavy metals that have been ejected from the 
  star via solar flares. These deposits are worth 
  investigating. But there is a 10% chance that a 
  solar flare will erupt, giving the ship a mere 10 
  minutes to rescue its landing parties before 
  deadly flare effects collide with the planet. An 
  unshielded ship will suffer 10 to 60 PPB in 
  damage. 
  Planet 2 - Type D 
  A lifeless world. The planet has water ice in the 
  poles, and might possibly be terraformed 
  someday. A full report on terraforming 
  possibilities would take a ground survey crew a 
  few weeks to complete. 
  Planet 3 - Type J Gas Giant 
  A small gas giant. This body contains 
  interesting crystal formations that coalesce in 
  the upper atmosphere and rain down towards 
  the core. A day spent in examining these 
  crystals (teleporting some aboard) will yield 
  interesting scientific data. If ever the ship needs 
  a rare and whacky crystal of some kind, this 
  would be the place to find it. 
  Planet 4 - Type T 
  A frozen ball of carbon dioxide ice and 
  methane. Someone or something has carved a 
  gigantic "X" into the ice of this planet. The 
  markings are thousands of kilometres long. 
  Beneath the middle of the X there is an ancient 
  beacon. Activating this beacon will send out a 
  subspace signal that will attract drones. 
  However, there is some information in the 
  beacon's drive that shows ancient vessels 
  battling drones - and battling some sort of 
  drone manufacturing station. The star patterns 
  identify the location of the battle as being 
  Lucanii Beta 1. This can be discovered by a 
  science roll and proper interface with the ship's 
  computer. 
  Lucanii Omicron 5 
  Star type: K (orange) 
  Light: Dim 
  Heat: Medium 
  Size: Small 
  Number of planets: 3 
  Asteroid fields: None 
  Comments: A quiet little system. But beware of 
  space barnacle infestation. The spores seem to pass 
  through this system from time to time... 
  Planet 1 - Type W 
  A small rocky world with little to recommend it 
  as an address... 
  Planet 2 - Type O 
  This world has a breathable atmosphere, but a 
  wildly elliptical orbit. During its winter months, 
  the entire surface freezes solid and 
  temperatures plunge far, far below zero. Life 
  forms here either freeze solid, thawing out in 
  the summer, or hibernate down in tunnel 
  systems - all except for several dangerous ice 
  creatures that rise up and prowl. In the summer, 
  life forms emerge out of their stasis, and plants 
  grow. The melting ice floods many areas with 
  alluvial deposits of silver, gold and platinum, 
  which are useful in industry. 
  k^p 
  
  Sector 15: Lucanii Omicron 
  The Lucanii Drift 
  A furry frog/mouse-like creature from this world 
  seems to make a rather good pet. It grows long 
  fur in cold weather, and is both inquisitive and 
  loyal. It has little pointed tusks used in its native 
  environment for shaving sugary tree bark from 
  growing plants, and can give a painful bite if 
  roused. 
  Tusk-Mouse 
  Encountered: 1 
  Movement: 150 (50) 
  Intelligence: Animal 
  Psionic potential: 3D4 inactive 
  Hits: 1D4 
  Armour: -2 
  Attacks: 1 
  Damage: Bite for 2D3 
  Morale: 7 
  XP:5 
  A potential pet: inquisitive, loyal to its owner, 
  and very appreciative of a warm bed and a bowl 
  of sugar cubes... It is quite good at sensing 
  approaching danger. 
  Planet 3 - Type J 
  A small gas giant planet. It has a single moon. 
  Lucanii Omicron 6 
  Star type: A (blue) 
  Light: Bright 
  Heat: Hot 
  Size: Small 
  Number of planets: o 
  Asteroid fields: No 
  Comments: No planets - but there is a 50% 
  possibility of space ameobas, who seem to like the 
  light of this sun. 
  ^pi 
  
  The Lucanii Drift 
  Section 8: Games Aids 
  V 
  Section 8: Games Aids 
  sample Starship: C S F Kellermann 
  Confederation "Cavalier" class Destroyer 
  Main warp radiator 
  warp field projection fin 
  Secondary intercooler 
  Hyd-ram dump vent 
  Hyd-ram intake and field collar 
  Warp field impeller 
  Warp field focus crystal cap 
  Fusion powerplant #2 
  Topside nav dome 
  Navagation room 
  Bridge 
  Plasma dump port 
  warp field projection fin 
  observation deck 
  Fusion plant intercoolers 
  Shuttlebay 
  Fusion plasma impulse drive #1 
  Stem sensor field pod 
  Fusion powerplant #1 
  Lifeboats 
  Lounge 
  Shield projector 
  Port side gangway 
  Electro-optical 
  sensor strip 
  Phased beam 
  cannon turret 
  k^p 
  
  Section 8: Games Aids 
  The Lucanii Drift 
  ^pi 
  
  The Lucanii Drift 
  Section 8: Games Aids 
  CSF "Francois Etienne de 
  Kellermann" 
  Crew Compliment: 32 
  Power Pile Base: 100 
  Teleporter capacity: 4 at a time 
  Beam banks: 2 
  Torpedo tubes: 2 
  Torpedoes stored: 10 (+ 2 probes) 
  Shuttle ships: 2 
  Sick bay capacity: 5 
  Confederation 'destroyer class' vessels were 
  initially conceived of as scout vessels 
  supporting the heavier ships of the line. As 
  such, they have gone into wide production, 
  being used for exploration and liaison duties all 
  across Confederation space. 
  The Cavalier class are a second generation 
  destroyer that have slightly expanded ion 
  torpedo storage over and above that of earlier 
  'scout destroyers'. A bank of crystal flux 
  capacitors coupled to the 2 beam weapon 
  banks can be filled with enough charge to fire 
  the weapons (10 power points). Once charged, 
  the capacitors will hold power until drained or 
  discharged. Draining the power is an inefficient 
  process: only half the power in the capacitors 
  can be recovered for other use. 
  The warp engines are mounted upon a nacelle 
  that juts some distance from the main hull - thus 
  protecting crew from the dangers of close 
  proximity to the drives. 
  There are three decks to the saucer. The top 
  deck is used for navigation, science labs, the 
  sick bay, weapons and bridge. The middle deck 
  holds living quarters for the crew, the galley, 
  recreation facilities and the brig. The lower deck 
  has armouries, engineering spaces, workshops 
  and cargo. A lower hull holds ion torpedoes and 
  the torpedo tubes, as well as the shuttle bay. 
  Equipment Storage Aboard Ship 
  Armoury 
  Security troops will carry energy pistols when 
  on security duty aboard, but at other times, 
  personal weapons are kept in the armoury. The 
  armoury contains 50 beam pistols, 10 beam 
  rifles, 10 stunners, 10 field jackets and 5 
  skirmish armours. 
  Ship's locker 
  The ships locker contains equipment that can 
  be issued as replacements for lost items, or 
  swapped out with equipment drawn by 
  characters from other stores. 
  The ship's locker contains 50 communicators, a 
  translator, 2 medical kits, 2 auto-analysers, 5 
  data recorders, 5 field kits and 4 radiation suits. 
  There are 10 additional units of space for other 
  equipment. 
  Engineering locker 
  Designed for the protection of service crews, 
  this locker is placed in the main engineering 
  section of the ship. It holds 10 radiation suits, 
  heavy energy beam cutters, 2 schlep disks, and 
  a variety of tools for repairs. 
  Captain's safe 
  The captain's personal safe contains a beam 
  pistol and a data recorder. 
  Shuttles 
  Each of the two shuttles has an emergency 
  locker that contains a radiation suit, 4 field kits, 
  4 communicators and 4 beam pistols. 
  Brig 
  The ship's brig has 2 cells each with 2 bunks. 
  Cryo tubes 
  The ship has 4 cryogenic storage tubes. 
  k^p 
  
  Section 8: Games Aids 
  The Lucanii Drift 
  Potential Upgrades to the 
  Kellermann 
  As the crew increase in experience, they gain 
  better and better synthesis with their beloved 
  ship. Rather than upgrading parties to a heavier 
  class of vessel, Star Masters might instead try 
  allowing the vessel to gain one of the following 
  upgrades each time the group of player 
  characters all manage to increase their 
  experience level by 1. 
  1 - Expert tuning 
  The crew has become highly skilled at getting 
  the best out of the ship. The engine output 
  increases by 20%. 
  After encounters with alien species and ancient 
  vessels, this benefit might be conferred a 
  second time, granting a total bonus of 40% 
  additional power. 
  2 - Weapon focus 
  The crew's experience with the vessel's 
  weapon systems allows for fine tuning. Any 
  strike by the ship's weapons adds +1 to its 
  damage dice. 
  5 - Hyperwarp generator adjustments 
  The ship's engines are fine tuned to an extent 
  that allows the ship a +1 DRM when attempting 
  to evade combat. The vessel can now also 
  reach warp 5 without suffering 5 point power 
  penalties. At a push, the ship can now reach 
  speeds of warp 9 (although the ship will take 
  2D10 PPB damage when doing so.) 
  6 - Enhanced transporters 
  The vessel now teleports twice as many crew 
  with a single use of the teleporter. 
  7 - Cyberneticised medical facilities 
  A new, slightly irritating robotic nurse takes over 
  some of the work once performed by bulky lab 
  equipment. As a result, the ship now carries one 
  extra cryogenic unit, and can treat 2 extra crew 
  members in the sick bay. 
  8 - Well-programmed computer 
  The ship's computer and sensor programs have 
  been refined to a high order by the ever-
  tinkering crew. Mind you, the ship's computer 
  now seems to have acquired an annoying 
  voice. 
  3 -Sensortuning 
  Science crews manage to fine-tune the ship's 
  sensors. The vessel gains a +1 on its dice rolls 
  to avoid and detect obstacles, and anyone 
  using ship's sensors to scan through debris, 
  detect signals etc gains a bonus +1 DRM. 
  4 - Adjusted deflector screens 
  The crew learns the absolute best way of 
  focussing and adjusting the ship's deflector 
  screens. All incoming fire against the ship is 
  made at a penalty DRM of - 1 , provided the 
  vessel is currently running half or full screens. 
  This benefit may be confirmed a second time, 
  giving the ship a total defensive bonus of +2 
  Any characters that have a 15+ in their 
  intelligence or charisma attribute gain a bonus 
  when determining the number of questions that 
  they may ask of the computer. Roll 1D6 twice, 
  and take the better roll. 
  Useful Artefacts 
  These are all bonuses that can be given to the 
  player characters' ship. They are all benefits 
  derived from exploring alien ruins, wreckage 
  and derelicts deep in the drift. 
  Each of these items requires a great deal of 
  careful research by the ship's science teams. In 
  each case, an early "near miss" mishap should 
  warn researchers of the potential dangers of 
  ^pi 
  
  The Lucanii Drift 
  meddling with the item. 
  Star Masters can have these artefacts appear 
  as needed. They are also seeded in some of 
  the adventure locations in the Lucanii drift. 
  Artefact 1: Alien phase capacitor 
  This item can be discovered in the wreckage of 
  baroque ships found in debris fields. They take 
  a considerable amount of study by science 
  teams before their use and purpose is 
  understood. 
  A phase capacitor can be interfaced with the 
  ship's deflector screen generators. This device 
  sucks in energy from incoming attacks and 
  stores it for use by the ship. The first 10 points 
  of damage deflected by the ship's screens 
  becomes power useable by the player 
  characters' ship. The capacitor takes 10 hours 
  and an engineering skill roll to 'reset' after it 
  discharges power. It is useless until reset. 
  Artefact 2: Hull integrity fields 
  A modification of alien tractor beam technology 
  has surprising results. The first 10 points of 
  damage suffered by the ship in any given 
  conflict or accident are ignored. 
  Artefact 3: Liqui-metal 
  Liqui-metal is a form of nanite discovered in 
  alien ruins. Careful study of samples from ruins 
  will yield a small 'liqui-metal' colony that can aid 
  with ship repairs. The liquid-metal can be 
  unleashed to repair 10 points of battle damage. 
  It can only do this once for the damage suffered 
  in any 1 combat or accident. It does not heal 
  engine damage caused by overloads (in effect, 
  the liquid-metal is repairing structural hull 
  damage). 
  Liqui-metal works swiftly, and can be used to 
  make battle repairs while the ship is actually in 
  combat. 
  Section 8: Games Aids 
  Artefact 4: Nano-meds 
  An ancient medical nanite colony is reactivated. 
  This one-shot item can be used to save a 
  mortally injured character if that character can 
  be gotten to the ship's medical bay within 10 
  minutes of death. The nanites will rebuild the 
  character's damaged tissues, resurrecting the 
  character and integrating with the character's 
  body. 
  Of course, there might be other effects. (Star 
  Masters - you may indulge yourselves!) 
  Artefact 5: Alpha-Omega 
  This device is the unstable, failed experiment of 
  an ancient culture. 
  The one-shot device can be activated to cause 
  a 'reset' of time. Time winds back by half an 
  hour, and then proceeds as normal. 
  The only person to retain a memory of the 
  previous version of the time stream is the 
  person who triggers off the machine. They will 
  hopefully be able to influence events so that the 
  'reset' timeline works out to their advantage. 
  Attempting to trigger off the Alpha-Omega 
  machine in the NEW time stream will cause a 
  temporal instability, and destroy the ship and 
  everything for hundreds of thousands of 
  kilometres all around. 
  This device dissipates and destroys itself after 
  its one use. 
  k^p 
  
  Section 8: Games Aids 
  The Lucanii Drift 
  Non Player Character 
  Ensign K'taath 
  Class: Military (Command) 
  Level: 1 
  Strength: 9 
  Constitution: 13 
  Dexterity: 15 
  Intelligence: 10 
  Charisma: 14 
  Psionic Potential: 9 
  Hit Points: 11 
  Defence: -1 
  Skills 
  Combat skill: 12 
  Contact Skill: 8 
  Technical Skill: 6 
  Science skill: 6 
  Saving Throws 
  Energy Attack: 15 
  Poison or Death: 11 
  Stun Attacks: 14 
  Radiation: 11 
  K'taath is a competent officer, and a likely 
  candidate to "take the con" for those times 
  when a player character captain has to head off 
  on a mission. He can be used as an NPC 2nd 
  in command for the players' vessel. 
  This officer is a male Felician. Like many 
  Felicians, he is extremely keen on the 'indirect 
  approach'. In battle, he will try to trick or 
  manoeuver an enemy into taking a 
  disadvantageous position rather than make 
  adirect attack. He is also quite diplomatic, and a 
  good spokesman when needed. 
  His side interests include music (particularly 
  performing ear-splitting Felician opera -
  although he is an excellent player of more 
  modern tunes). He is also very interested in 
  archaic beliefs such as folk magic, ghost stories 
  and the like. He is a font of information on these 
  topics. 
  ^pi 
  
  The Lucanii Drift 
  Section 8: Games Aids 
  ' ^ C r c w Roster: C S F KellGrmann 
  Bridge Crew 
  Captain 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Hp: 
  Def: 
  Energy ST: 
  XP: 
  Notes: 
  Dex: 
  Int. 
  Cha: 
  Cbt: 
  Cnt: Tec: 
  Poison/Death ST: 
  Executive officer 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Hp: 
  Def: 
  Energy ST: 
  XP: 
  Notes: 
  Dex: 
  Int. 
  Cha: 
  Cbt: 
  Cnt: Tec: 
  Poison/Death ST: 
  Psi: 
  Sci: 
  Rad St: 
  Psi: 
  Sci: 
  Rad St: 
  Fire Control Officer 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Hp: 
  Def: 
  Energy ST: 
  XP: 
  Notes: 
  Dex: 
  Int. 
  Cha: 
  Psi: 
  Cbt: 
  Cnt: Tec: 
  Sci: 
  Poison/Death ST: 
  Rad St: 
  Communications Officer 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Hp: 
  Def: 
  Energy ST: 
  XP: 
  Notes: 
  Dex: 
  Int. 
  Cha: 
  Psi: 
  Cbt: 
  Cnt: Tec: 
  Sci: 
  Poison/Death ST: 
  Rad St: 
  Navigation Officer 
  2nd Navigation Officer 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Hp: 
  Def: 
  Energy ST: 
  XP: 
  Notes: 
  Dex: 
  Int. 
  Cha: 
  Cbt: 
  Cnt: Tec: 
  Poison/Death ST: 
  Psi: 
  Sci: 
  Rad St: 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Hp: 
  Def: 
  Energy ST: 
  XP: 
  Notes: 
  Dex: 
  Int. 
  Cha: 
  Cbt: 
  Cnt: Tec: 
  Poison/Death ST: 
  Psi: 
  Sci: 
  Rad St 
  k^p 
  
  Section 8: Games Aids 
  2nd Fire Control Officer 
  The Lucanii Drift 
  3rd Communications Officer 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Hp: 
  Def: 
  Energy ST: 
  XP: 
  Notes: 
  Dex: 
  Int: 
  Cha: 
  Cbt: 
  Cnt: Tec: 
  Poison/Death ST: 
  Psi: 
  Sci: 
  Rad St: 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Hp: 
  Def: 
  Energy ST: 
  XP: 
  Notes: 
  Dex: 
  Int: 
  Cha: 
  Cbt: 
  Cnt: Tec: 
  Poison/Death ST: 
  Psi: 
  Sci: 
  Rad St: 
  2nd Communications Officer 
  Name: 
  ^pi 
  idence Department 
  Hace: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Psi: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: 
  Tec: 
  Sci: 
  Energy ST: Poison/Death ST: 
  Rad St: 
  XP: 
  Notes: 
  3rd Navigation Officer 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Psi: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: 
  Tec: 
  Sci: 
  Energy ST: Poison/Death ST: 
  Rad St: 
  XP: 
  Notes: 
  3rd Fire Control Officer 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Psi: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: 
  Tec: 
  Sci: 
  Energy ST: Poison/Death ST: 
  Rad St: 
  XP: 
  Notes: 
  Science Officer 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Hp: 
  Def: 
  Energy ST: 
  XP: 
  Notes: 
  Dex: 
  Int: 
  Cha: 
  Cbt: 
  Cnt: Tec: 
  Poison/Death ST: 
  Medical Officer 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Hp: 
  Def: 
  Energy ST: 
  XP: 
  Notes: 
  Dex: 
  Int: 
  Cha: 
  Cbt: 
  Cnt: Tec: 
  Poison/Death ST: 
  Scientific Rating 1 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Psi: 
  Sci: 
  Rad St: 
  Psi: 
  Sci: 
  Rad St: 
  Psi: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: 
  Tec: 
  Sci: 
  Energy ST: 
  Poison/Death ST: 
  Rad St: 
  
  The Lucanii Drift 
  Section 8: Games Aids 
  XP: 
  Notes: 
  Scientific Rating 2 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Psi: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: Tec: 
  Sci: 
  Energy ST: 
  Poison/Death ST: 
  Rad St: 
  XP: 
  Notes: 
  Nurse (Medical Rating) 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Psi: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: Tec: 
  Sci: 
  Energy ST: Poison/Death ST: 
  Rad St: 
  XP: 
  Notes: 
  2nd Engineering Officer 
  Engineering 
  Department 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Hp: 
  Def: 
  Energy ST: 
  XP: 
  Notes: 
  Dex: 
  Int: 
  Cha: 
  Cbt: 
  Cnt: Tec: 
  Poison/Death ST: 
  Psi: 
  Sci: 
  Rad St 
  3rd Engineering Officer 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Psi: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: Tec: 
  Sci: 
  Energy ST: Poison/Death ST: 
  Rad St: 
  XP: 
  Notes: 
  Engineering Rating 1 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Psi: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: 
  Tec: 
  Sci: 
  Energy ST: Poison/Death ST: 
  Rad St: 
  XP: 
  Notes: 
  Chief Engineering Officer 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Psi: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: Tec: 
  Sci: 
  Energy ST: Poison/Death ST: 
  Rad St: 
  XP: 
  Notes: 
  Engineering Rating 2 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Psi: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: Tec: 
  Sci: 
  Energy ST: Poison/Death ST: 
  Rad St: 
  XP: 
  Notes: 
  k^P 
  
  Section 8: Games Aids 
  The Lucanii Drift 
  Engineering Rating 3 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: 
  Tec: 
  Energy ST: Poison/Death ST: 
  XP: 
  Notes: 
  Engineering Rating 4 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: 
  Tec: 
  Energy ST: Poison/Death ST: 
  XP: 
  Notes: 
  Engineering Rating 5 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: 
  Tec: 
  Energy ST: Poison/Death ST: 
  XP: 
  Notes: 
  Engineering Rating 6 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: 
  Tec: 
  Energy ST: Poison/Death ST: 
  XP: 
  Notes: 
  Psi: 
  Sci: 
  Rad St: 
  Psi: 
  Sci: 
  Rad St: 
  Psi: 
  Sci: 
  Rad St: 
  Psi: 
  Sci: 
  Rad St: 
  -^ecurny L^epcin 
  Chief Security Officer 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: 
  Tec: 
  Energy ST: Poison/Death ST: 
  XP: 
  Notes: 
  2nd Security Officer 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: 
  Tec: 
  Energy ST: Poison/Death ST: 
  XP: 
  Notes: 
  Security Rating 1 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: 
  Tec: 
  Energy ST: Poison/Death ST: 
  XP: 
  Notes: 
  Security Rating 2 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: 
  Tec: 
  mem 
  Psi: 
  Sci: 
  Rad St: 
  Psi: 
  Sci: 
  Rad St: 
  Psi: 
  Sci: 
  Rad St: 
  Psi: 
  Sci: 
  
  The Lucanii Drift 
  Section 8: Games Aids 
  Energy ST: Poison/Death ST: 
  Rad St: 
  XP: 
  Notes: 
  Security Rating 3 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Psi: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: Tec: 
  Sci: 
  Energy ST: 
  Poison/Death ST: 
  Rad St: 
  XP: 
  Notes: 
  Security Rating 4 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Psi: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: Tec: 
  Sci: 
  Energy ST: Poison/Death ST: 
  Rad St: 
  XP: 
  Notes: 
  Random Crew Personality Chart 
  Roll 1D20 once or twice 
  Daelian: -2 DRM. 
  -1/-2 
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  15 
  16 
  17 
  18 
  19 
  20 
  21/22 
  Gorrian: +2 DRM 
  Paranoid 
  Suspicious 
  Cautious 
  Reserved 
  Exacting 
  Polite 
  Officious 
  Laconic 
  Modest 
  Martinet 
  Dilligent 
  Opportunistic 
  Martial 
  Stern 
  Inquisitive 
  Confident 
  Eager 
  Chivalrous 
  Talkative 
  Worldly 
  Generous 
  Hot Headed 
  Aggressive 
  Security Rating 5 
  Name: 
  Race: 
  Level: 
  Str: 
  Con: 
  Dex: 
  Int: 
  Cha: 
  Psi: 
  Hp: 
  Def: 
  Cbt: 
  Cnt: Tec: 
  Sci: 
  Energy ST: Poison/Death ST: 
  Rad St: 
  XP: 
  Notes: 
  Random Crew Race 
  Roll 1D20 for each crew member: 
  1-5 
  Human 
  6-7 
  Gorrian 
  8-9 
  Entirrian 
  10 
  Hykhot 
  11-12 Rigellian 
  13-14 Daelan 
  15-16 Tauran 
  17 
  Felician 
  18 
  Andromedan 
  19 
  Pleiadian. 
  20 
  Driped. 
  I * ^ » 
  
  Section 8: Players Maps 
  The Lucanii Drift 
  Players Map 
  Sector 1: Lucanii Alpha 
  
  The Lucanii Drift 
  Section 8: Players Maps 
  Players Map 
  Sector 2: Lucanii Beta 
  
  Section 8: Players Maps 
  The Lucanii Drift 
  Players Map 
  Sector 3: Lucanii Gamma 
  
  The Lucanii Drift 
  Section 8: Players Maps 
  Players Map 
  Sector 4: Lucanii Delta 
  
  Section 8: Players Maps 
  The Lucanii Drift 
  Players Map 
  Sector 5: Lucanii Epsilon 
  
  The Lucanii Drift 
  Section 8: Players Maps 
  Players Map 
  Sector 6: Lucanii Zeta 
  
  Section 8: Players Maps 
  The Lucanii Drift 
  Players Map 
  Sector 7: Lucanii Eta 
  
  The Lucanii Drift 
  Section 8: Players Maps 
  Players Map 
  Sector 8: Lucanii Theta 
  
  Section 8: Players Maps 
  The Lucanii Drift 
  Players Map 
  Sector 9: Lucanii lota 
  
  The Lucanii Drift 
  Section 8: Players Maps 
  Players Map 
  Sector 10: Lucanii Kappa 
  
  Section 8: Players Maps 
  The Lucanii Drift 
  Players Map 
  Sector 11: Lucanii Lambda 
  
  The Lucanii Drift 
  Section 8: Players Maps 
  Players Map 
  Sector 12: Lucanii Mu 
  
  Section 8: Players Maps 
  The Lucanii Drift 
  Players Map 
  Sector 13: Lucanii Nu 
  
  The Lucanii Drift 
  Section 8: Players Maps 
  Players Map 
  Sector 14: Lucanii Xi 
  
  Section 8: Players Maps 
  The Lucanii Drift 
  Players Map 
  Sector 15: Lucanii Omicron 
  
  The Lucanii Drift 
  Players Map 
  Layout of Sector Maps 
  Colour versions of the players maps are available for free download via 
  DriveThruRPG.com 
  k ^ » 
  
  The Lucanii Drift 
  More games by Kitsune Press 
  Available on DriveThruRPQ.com 
  fl fistful of 
  QuidLoos 
  T- 
  f- ' 
  I f 
  '« m !" " 
  A game by Paul Kidd 
  Novels by Paul Kidd 
  Available on Lulu.com, and in e-book format from 
  Amazon.com and Smashwords 
  Spirit Hunters 
  ^ p i 
  
  * 
  Sef deflector screens to maximum! All ahead full! 
  7
  High above the main galactic arm lies a brilliant stream of stars - the Lucanii Drift. Separated from the 
  Confederation by a hazardous wilderness of storm-swept space, the Lucanii Drift is only now being entered 
  and explored. 
  Player characters crew a Confederation starship. Their mission: to chart the unknown star systems of the 
  Drift. To explore its new horizons. To make first contact with alien species, and to support the fragile 
  Confederation colonies. 
  But all is not as it seems. The Drift is haunted by old enemies - and even deadlier ancient secrets... 
  Games. It can be easily used with any science fiction rules that allow player characters to 'boldly go'. 
  Dust off your red shirt - and on to adventure! 
  kitsunepress.com.au 
  STARSHIPS 
  SPACEMEN 
  COMPATIBLE PRODUCT 
  
SOURCE: textdata/thevault/Starships & Spacemen/Starships & Spacemen (osr)/Starships & Spacemen The Lucanii Drift.pdf