TEXT: -
  ' 
  r 
  ~ 
  ·• 
  ~ 
  , 
  SFAD6 ~j~·· ·From the Producers of the DUNGEONS & DRAGONS® Game 
  7818 
  F.or. 3-6 Characters, Skill l evels 4-6 
  . . . 
  DUNGEONS 
  & DRAGO 
  S, PRODUC TS OF YOUR IMAG INATION , ,,nd llit• TSR logo .Ul' lrdclt-mJrh 
  o"'n<'<l hy TSR Inc 
  
  fPLANl 
  ~ 
  ~ 
  15Q=5M 
  --- • DIRECTION 
  OF CHA5E 
  I!\ 
  WWW 
  © 
  .5LIDIH6 
  DOO~ 
  DOOR 
  WITH 
  VOil£ 
  RECP6NmoN 
  LOCK 
  AIR-100<. 
  ~ 
  l»IR·UXK~ WITH 
  VOICE 
  mD<:1. LOU\ 
  INFAA-REP 
  &EAM 
  ~Tl'( 
  C,AMf?..A 
  (JJMMER. 
  TI:AAINAL 
  Hl&H iEN?ILE 
  <SL.AS? 
  UMDffi01\0UND 
  TIJNNEL 
  R.IVERAND 
  ~ 
  KKAA.TM 
  MT LANDS 
  MOUNTAINS 
  
  LEVEL 1 
  LEVEL 2. KLC 
  LEVEL 3 
  LEVEL 4-
  150UARE=3M 
  ...... 
  f 
  LEVELS 
  -1 
  -
  2..KLL 
  -
  3 
  -4 
  L
  0 
  1'
  00 1200"' 
  LOCATION MAP 
  
  'rOURISCf GUIDE 'rO 
  BEAl.ffIFUL 
  KRAA'r AR 
  K,_,. is • dtlightful 
  IMlt'ld 
  of high 
  ,. 
  MOllllr.iiu ,Nd lush """ 
  hollows
  . 111 thc IIIOlllltMs
  , the air is 
  uo thus to lwuthc, i,.,, ill tht hollows, 
  ad ,loiig thc shorts of the Y atiz Sta, 
  "ha 4111 Ullligoratillg 
  cf/ta. Kraur 
  product, 
  SOIIIC of the f lllOI /ooJs 
  Pl the 
  fl'Ollticr 
  -
  CWJI the §llll'llld will 
  llOl 
  IIC~athcwideragro/ 
  cWicacics 
  Mil,W,. Alld, of """'• 
  K....., is dacrwdl, 
  /OIOUS 
  for i&s 
  JPlaidid 
  gl,ssw,rc, .. Jlourisltille 
  cap11ailldutry. 
  K......,is,h.w,, ""9'«,-t 
  _, 
  Hu.as ..d Vl'IISlc 
  liodt-,o, • 
  higli ...... 
  ofliuiiii- Ai.utto 
  K,... is "" to • h'rA111r111
  . fur 
  apo lalCiatg 
  the friowlJ, 
  ...,., 
  of 
  die Mliws.,. d lNlll to,.,. 
  to 
  ~ ......... 
  FLAlLAND5 
  DE5EI\T5 
  5EA5 
  UPLANDS 
  MOUNTAIN5 
  IC.E CAPS 
  ow;~WIO 
  SATELLITES 
  OFKRMTM 
  
  Z ON 
  E I 
  (150,.SM) 
  "" 
  STEEL 
  RAll5 WITH 
  MfoNITRUK 
  I-
  l ;"""7 
  RETRi6lT~Lf 
  [XX.l'JN6 
  llJM. 
  ... , 
  / 
  I\, 
  i-
  l/< 
  y" 
  / 
  1., 
  V 
  ""~V--,-
  .
  --t- '1-t--t 
  INSPECTION 
  WALKWAY 
  / ..r-1r-T--t ,?":-t-_-+-+-/ -f 
  :-
  ~"\------+-,1+--f 
  / 
  ... 
  ' 
  o , / 
  ~
  ,1 1:::1 
  r'\. 
  /
  , i-
  "'\. 
  I'- / 
  ,;. "' -
  ~ I"\. 
  n 
  . 
  r--_~ 
  '
  . 
  I 
  L,--' 
  J 
  Z O N E II 
  TO CXXKS 
  --
  ~ 
  ~~i~ 
  10 
  PlANT 
  -
  l~~l~I ~ lf::k' I 
  ~ l2:J 
  -· 
  TO CAROUSEL 
  ¾ ~e 
  \I 
  ~ 
  .. 
  , 
  '"- ---
  -~ 
  ..... 
  THE TRANSPORT 
  TUNNEL 
  I 
  TO FOWEP-. 
  PLANT 
  ,',;': .,;" 
  Z O N E III IV 
  ..., 
  J 
  ' 
  / 
  "\ 
  I 
  LIFE SUPPORT 
  V Ar1'1-... ~ ' 
  / 
  ~ 'I ~-, 
  / l#' 
  0 1 
  ( 1D 
  1/ 
  .... 
  ~ '-~/ 
  ,J 
  ,., V 
  '\.. ~- ~ 
  1- id' 
  V 
  ,,r 
  ..... 
  ~ 
  ...... 
  / 
  I 
  \ 
  ,...., . 
  "' 
  ~ 
  I 
  ' 
  I,, 
  I(' 
  J 
  1u 
  " '-~ 
  fDWER 6ENEAA10R5 
  POWER 
  PLANT/ LIFE SUPPORT 
  • 
  I 
  I 
  I 
  I I 
  A 
  . 
  . . 
  ~-u 
  v 
  R 
  ' 
  \ 
  DIAGRAM 
  FOO
  R 
  Z O N E V 
  T 
  B 
  FUEL 
  PIPES 
  THE MISSILE SILO 
  E 
  A 
  5 
  ( NOT TO SCALE) 
  , 
  ./ 
  • 
  \ 
  \ 
  \ 
  ' 
  I 
  J 
  I 
  I 
  I 
  I 
  I 
  I , 
  , 
  ...... 
  _ 
  ,"' .. 
  , 
  . ---------
  0 
  SETARZ 
  I 
  I 
  I VN 
  !IE w V J 
  ..... 
  1111'~ 
  EN 
  IIEEGt ~ ID1 v, 
  r 1 ~ 
  - , 
  (1' 
  ir,.(: ~ 
  '001 ,\~DI\ :£JO. 
  ATI ~N 
  II' 
  Vr/A ,,,,...~ 
  I 
  1v---
  ~\)! 
  I ir. VI ~IIS . 
  •I 
  I 
  ~w ~ -
  IN( 11\TI 
  PN 
  HC! f111 ~ , 
  f'j " 
  ---
  If 
  # 
  it.\l 
  ,:...., 
  ,,, 
  # 
  I . 
  VI/B 
  QA l<.E. l 
  I ~~c 
  ,.1 
  -
  ~ 
  I 
  . 
  21 ) , 
  ri 1' 
  -
  ' 
  ~ 
  = 
  , 
  ~ 'i.l ~ 
  0 IR 
  ~ 
  IJ 
  VI/C 
  6ANG~EEL 
  INDU51'.IE5 
  Trtod 
  (Coss1dcne) 
  5HOMTZ. 
  EXPLOAATIO-J 
  6oflyW09 
  (Wll1te Ltght) 
  5HOMTZ. 
  MINING 
  COLON½' 
  Krootor 
  (TristKar) 
  . 
  ' 
  ~ ' 
  ~ 
  (l] i,-
  ' 
  ~11. 
  ~ 
  ~ 
  "~ 
  m 
  II.EE 
  ASLEN-AN 
  1-'ROPEKTI 
  ES 
  Tnod 
  (CO$id1ne) 
  l\d1k1r 
  (MOd:lerly5 
  5~r) 
  -
  IN, 
  Vl?l 'LA"T 
  KIO'.ltor 
  (TnstKor) 
  GJ -
  0 -
  [:J 
  RECREATION 
  AREA. 
  f 1161N 
  :Elli-Ii 
  SCIENCE AND EN61NEEI\IN6 AP-EA 
  I 
  (I 
  I 
  22. 
  /
  23 
  I 
  ' 
  / 
  ... ~ 
  ~ 
  ~ 
  , 
  ~ 
  CJJN#AND ARf..A 
  ' 
  """",. 
  1! ) 
  OMEGA 
  HOIPINGS 
  Tnod 
  (GJssidcre) 
  ARTEMIS 
  ~ESEAR:H 
  6run 
  Gu1vera 
  (Prerqlar) 
  PAJNOT I 
  FINANCE. 
  INC.. 
  Tnad 
  (CCIS51<f1ne) 
  51'1!,DR 
  MH'6 
  l<.d1k1r 
  (Mnlerl'{s 
  Sim) 
  DIA6RAM 
  1HREE 
  Z O N E VI 
  THE CAROUSEL 
  
  ASTAM F~ONTIE~S
  ® 
  ALPHA DAWN ADVENTURE 
  Dark Side of the Moon 
  by Jim Bamti'ra 
  "Tod,1y, tlw ciistingushed sci£>ntisl ,ind phil,rntropist 
  Dr. lack Lcgrange received 
  the Fulborn•McCoy 
  prize in recognition 
  oi his pioneering 
  work in the 
  fit•lcl 01 bioc•ngirwering. 
  " Thl' cerc•mony, lwld bdorl' ,in invited ,wdic'nn• 
  oi reknownt•d ,K,Hlt•mics , howevPr . w,1s not with-
  out c1 whiff oi sc.1ndc1I. Rt>liable sourn•s close· to th(' 
  Aw,mb Committe<' hinh:'d to journt1 list thdt ·undue 
  iniluence , had been brought to lw,1r concerning 
  tlw decision to .,nvard tlw pri1e to Dr. Lc'grange . 
  1\iter tlw ,m ·,mf. Dr . Legr<1ngl' w,h not t1,·,1ilablt' for 
  comnwnt. 
  but ,i.n t1nofiici,1I spok('Sp('r"on ior c1l1t,. 
  g,1t ions wert> · u niou ndt>d, ,ind not wor thy oi "'eri-
  ous consider,1tion ~. 
  " Tlw Cl'rt•mony ihcli w ,1.., orw to lw bro,Hk,1st to 
  se,·erdl wor lds. bcrr tr,rnsmissions were rn~rr('d by 
  technical 
  problems. 
  Dr. Legrange ckp,irted 
  from 
  hi-, puhl i-,hed te,1" and dt- li\ i_,rcd ,rn - t•rhotirrn.il 
  attack on the' \/rusk authoritit's oi Kr,1,11.lr. I le ,;poke 
  in particul,ir 01 ~hfir ·ruthless · exploi t,1tiom oi tlw 
  hum,in popul,1tion ' . Uniortun.ite
  ly, ,1 power i.iilurc' 
  interrcIT>ted furtht ~r bro,1dc.1st..,. 
  "Wt"II be b,ick right aitcr the lm•ak with thl' l,1tt•..,t 
  ne,~>n 
  l h<' Ci..,sid ine Zero-g1i111 gc1mc' :-B-Lit now , ,1 
  word from our sponsor . . . " 
  D,1rk ',iclt· oi tht· Moon i, ,1 i,ist mm ing imt •,lig ,1liH• ,Hhl'nlun
  · ior 
  uw \\ilh STAR fRONTIERS · Alph,1 (),mn g,,ml ' .incl <,in onh Ill' 
  plJ\Pd "ilh tho"' rul,·, . 
  TSR Int . 
  POH 7, !, 
  L.1kl' Ct•n1·\ .1 
  WI ; 1147 
  TSR U K ltd . 
  Tht• Mill, R,1thmor t· Ro,1cl 
  C .1mhr idgt • CB14AD 
  Unikel Kingdom 
  
  ASTAi=I F~ONTIE~S® 
  PRODUCTION: Phil Gallagher 
  EDITING: Graeme Morris and 
  Phil Gallaghe r 
  MA PS: Geoff Wingate 
  COVER ART: Keith Parkinso n 
  INTERNAL ART: Kevin Hopgood and 
  Jeff Anderson 
  LOGOS & DIAGRAMS: Geoff Wingate 
  Copyright C 1985 TSR, Inc. All Rights Reserved. 
  Printed in U.S.A. 
  This module is protected under the copyr ight 
  laws of the United States of Amer ica. Any 
  reproduction or other unauthorised use of the 
  material or art w ork contained herein is pro• 
  hibited without the express written perm ission 
  of TSR, Inc. 
  Distributed to the book trade in the United 
  States by Random House, Inc., and in Canada 
  by Random House of Canada, Ltd. Distributed 
  to the toy and hobby trade by regional 
  distributors . Distributed in the United Kingdom 
  by TSR UK Ltd. 
  STAR FRONTIERS and PRODUCTS OF YOUR 
  IMAGINATION are trademark s owned byTSR, 
  Inc. 
  TSR, Inc. 
  P.O.8ox 756 
  Lake Geneva 
  WI 53147 
  USA 
  O-88O38-249-X 
  TSR UK Ltd. 
  The Mill , Rathmor e Road 
  Cambridge , 
  CB1 4AD 
  United Kingdom 
  ISBN 0-394 -54885 -XTSR0600 
  7818 
  Alpha Dawn Adventure 
  by Jim Bambra 
  TABLE OF CONTENTS 
  ALPHA SECTION : 
  INTRODUCTION 
  . ............ 
  2 
  Background . .............
  .. . 2 
  Jack Lagrange . . . . . . . . . . . . . . 2 
  BETA SECT ION: 
  BEGINNIN GS ................ 
  4 
  Introduction 
  . . . . . . . . . . . . . . . . 4 
  Prize Giving .. . .........•.... 
  4 
  The Newshoun d • . . . . . . . • . . . . 4 
  The Golden Dawn. . . . . . . . . . . . 4 
  Welcome to Kraatar . . . . . . . . . . 6 
  Gozzorf Starport . . . . . . . . . . . . . 8 
  After math . . . . . . . . . . . . . . . . . . 9 
  GAMMA SECTION : 
  GOZZORF CITY ........
  .. . . . 10 
  Encounters & Events . . . . . . . . 12 
  DELTA SECTION : 
  QUAZ.ZT' S DEPRESSION ..... 
  14 
  The High Line . . . . . . . . . . . . . . 14 
  Events ..•••................
  . 15 
  Quazzt 's Depression .......... 
  16 
  Events .................
  . .... 
  17 
  Encounters. . . . . • . . . . . . . . . . . . 17 
  EPSILON SECTION : 
  DA RK SIDE OF THE M OON 
  21 
  Journey to Art emis ........... 
  2 1 
  Artemis Base ......
  . . ........ 
  21 
  PULL-OUT SHEETS 
  (between pages 12 and 13) 
  Kraat ar System Brief ••.......... 
  I 
  Diagram 1: Tristkar Star System .. I 
  History of Kraatar ...
  . .....•.. 
  1-11 
  NPCS . ........
  . .. . ........ 
  11I-V 
  Typica l RIK Force .............. 
  V 
  KLC Organisa tion . . . . . . . . . . . . . V 
  Computers & Databases ..... 
  VI-VII 
  New Equipment ..........•... 
  VIII 
  KLC Rol:lots ....
  •.....•.....
  . . VIII 
  LIST OF MAPS AND DIAGRAMS 
  MAP K: The World of Kraatar ............................. 
  inner folder 
  MAP G: Gozzorf City .................................... 
  in ner folder 
  MAP Q: Quazzt's Depression ....
  . . . ..•..
  .....
  . . .......... 
  outer folder 
  Plan 1: Gozzorf Starpo rt .......
  . ....
  ...
  ........
  .. .. . . .. .. outer folder 
  Plan 2: The Transglobal Mono rail .. . . ...................... 
  inne r folder 
  Plan 3: High Peaks Sanato rium .. ..........
  . . . .••...
  •..
  ... outer folder 
  Plan 4 : KLC Shuttl epad .. . .........
  .. ....
  . ....
  .. ......... 
  outer folder 
  Artemis Base: Zones I-VI ...
  . .......
  . .......
  . ........
  ...
  . inner folder 
  Diagram 1: Tristkar Star System •......•.
  . ...........
  . • Pull -out Sheet I 
  Diagram 2 : Satellites of Kraatar ....................
  . ...... 
  inner folder 
  Diagram 3 : The Lagrange Network .....
  . ............•..
  . . . in ner folde r 
  Diagra m 4 : Setarz/ Artem is Base . .........•
  .......•
  . ...... 
  inne r folde r 
  TSA, Inc. 
  "IIIODUCTS OF YOUIII IMAOINATION
  ~ 
  
  This module 
  is designed for 3-6 ex-
  perienced characters with skills of levels 
  4-6. Technical and psycho-social 
  skills 
  play an important part in the adventure, 
  as it is set on a developed and populated 
  world . The ability of characters to garner 
  information from NPCs and computers is 
  vital, and reliance on combat abilities 
  alone will not be sufficient . 
  The adventure takes place on the planet 
  Kraatar , where the marked differences in 
  attitudes 
  and life-styles 
  between 
  the 
  Human and Vrusk populations 
  have led 
  almost to a state of civi l war . On the one 
  hand, the original Human settlers have 
  adapted to an individualistic
  , self -suffi-
  cient, agricultural 
  life-style , while 
  the 
  "newcomer" 
  Vrusk ardently serve the 
  interests of their technologically
  -based 
  trade houses . 
  Feelings are running high and Kraatar's 
  society is polarised between the ideals of 
  the two races . However, for one Human 
  little idealism remains . Jack Lagrange 's 
  hatred for the Vrusk has convinced him 
  that the end can justify the means ... (see 
  NPCs - Pull-out Sheet Ill) . 
  BACKGROUND 
  Kraatar 
  This adventure takes place in the system 
  of Kraatar, which should be placed on the 
  Map of the Frontier Sector in any square 
  to the right of K'Tsa-Kar (see AD - p51 ). 
  Of course, you may freely 
  alter this 
  location 
  to suit your own campaign. 
  Kraatar is a small planet in the Tristkar 
  system . Most of the surface is covered by 
  rugged, mountainous uplands and desert 
  plateaus where the atmosphere 
  is too 
  thin to be breathable . Only in the lowland 
  depressions (flatlands) scattered around 
  Kraatar 's temperate 
  zones is the air 
  dense enough to breathe, and only here 
  are there rivers and lakes (see Kraatar 
  System Brief - Pull-out Sheet I). 
  The Humans 
  Two hundred years ago, Human colonists 
  from White Light came to Kraatar , settling 
  at Gozzorf on the shores of the Yatiz Sea 
  (see Map K). When their early attempts at 
  mining proved fruitless, the newcomers 
  adapted their life -style to farming. Al-
  though the Humans grew to love their 
  The Vrusk 
  Eighty years ago, the computer of a Vrusk 
  trade ship suggested Kraatar as a "world 
  suitable for commercialisation." 
  Soon , 
  Vrusk trading 
  ships were flocking 
  to 
  Kraatar , trading up-to -date equipment for 
  agricultural 
  products. Permanent Vrusk 
  colonies were established and new in-
  dustrial 
  plants expanded the planet's 
  economy to include the manufacture 
  of 
  computers and glassware . The traders 
  had become settlers, and the settlers 
  were on Kraatar to stay . (see Enter the 
  Vrusk and Major Trade Houses - Pull-
  out Sheets 1-11). 
  Culture Shock 
  At first, the Humans felt only the benefits 
  of Vrusk 
  commercialism, 
  but 
  other 
  changes were also afoot. Many Human 
  farm -workers, 
  displaced 
  by new agri-
  cu ltural machines and drawn to the new 
  towns by hopes of jobs in the Vrusk 
  manufacturing 
  plants , were unable to 
  cope with an urban life -style and the 
  structured 
  organisations 
  of the Vrusk . 
  Unable to return 
  to the land, many 
  Humans began to feel threatened by the 
  well-meaning 
  off-worlders (see The Dis-
  possessed - Pull-out Sheet II) . 
  new world, 
  Kraatar offered them few 
  The Vrusk, intent on making Kraatar a 
  riches and, as equipment wore out, an 
  more prosperous world , could not under -
  attitude 
  of self -reliance 
  and self -suff -
  stand the Humans' problems. The appar-
  iciency grew amongst the Kraatarans . 
  ent reluctance of the Humans of Kraatar 
  Contact with other worlds was only spor -
  to become 
  properly 
  involved 
  in the 
  adic, and Kraatar was largely ignored (see 
  commercial 
  life of the planet led many 
  History of Kraatar - Pull-out Sheet I). 
  Vrusk to regard them as antisocial and 
  2 INTRODUCTION (Background/ Jack Legrange) 
  lazy. Opinions vary between those who 
  favour conciliation 
  and a softening 
  of 
  attitudes, and those who see the dissident 
  Humans as a threat . 
  The KLC 
  Despite a continued growth in prosperity , 
  and the efforts by the Vrusk to sort out 
  problems by employing experts in Human 
  personnel 
  management, 
  the animosity 
  between the races swelled . Eventually, 
  30 years ago. a group of Human idealists 
  led by Jack Legrange and David Dever, 
  founded 
  the Kraatar 
  Liberation 
  Corps 
  (KLC): a secret organisation dedicated to 
  freeing Kraatar from Vrusk domination by 
  "direct action" , including bomb attacks 
  and sabotage directed against the Vrusk 
  (see Lagrange and the KLC - Pull-out 
  Sheet Ill}. 
  The Vrusk 
  Commercial 
  Council 
  have 
  recently taken the step of employing RIK, 
  a Vrusk security trade-house, 
  to police 
  the major centres of population . At the 
  same time , the Vrusk trade houses have 
  increased their own internal security and 
  have even taken clandestine 
  reprisals 
  against "known agitators ". 
  JACKLEGRANGE 
  Already famous in business and scientific 
  circles as the head of the highly profitable 
  limb and organ regeneration 
  company 
  Trojan Enterprises on Timeon, Jack Le-
  grange has recently shot to galaxy -wide 
  prominence as the winner of the coveted 
  
  Fulbourn-McCoy 
  Prize for medical re-
  search . Born on Kraatar, but exiled for 
  KLC activities, he has long spoken out for 
  the removal of "Vrusk interference" from 
  his home planet, and made an impass-
  ioned speech to this effect during the 
  prize-giving (see page 4). 
  Since his exile, Legrange has continued 
  his clandestine support of the KLC with 
  weapons and finance, and he has estab-
  lished a clinic, the High Peaks Sana-
  torium, as a front for their operations on 
  Kraatar (see Lagrange and the KLC). The 
  sanatorium purports to provide therapy 
  for over-worked Vrusk , but in fact uses its 
  "stress-alle viation therapy" as a cover for 
  an operation to implant a control device in 
  the brains of selected Vrusk patients . The 
  device enables them to be pre-prog-
  rammed to carry out certain tasks (see 
  The Implant - Pull-out Sheet VIII) . 
  Legrange 's plans have gone beyond the 
  liberation of the Humans of Kraatar, and 
  now include the annihilation of the Vrusk 
  and the establishment of himself as ruler 
  of the planet. Following his outspoken 
  speech at the Fulbourn-McCoy 
  prize-
  giving, Legrange will apparently journey 
  to Kraatar, and there be killed by Vrusk 
  extremists . In fact, it is an unwitting 
  double, Troy Trans, who will die -
  at 
  Legrange's direction I For Leg range hopes 
  that his "murder" 
  will tip the balance of 
  Vrusk-Human relations from antipathy to 
  civil war . 
  Meanwhile, Legrange will be at his secret 
  base on Kraatar's moon, Setarz, making 
  the final preparations for the release of a 
  deadly virus, genetically engineered to 
  affect only Vrusk, into the atmosphere of 
  Kraatar. This will 
  kill off the Vrusk 
  inhabitants, 
  and in the ensuing chaos 
  Legrange will "return from the dead" to 
  take up the leadership of "his people ". 
  Unknown 
  to Legrange, however, 
  the 
  virus will react with Kraatar's atmosphere 
  to threaten all lifeforms on the planet. 
  One week after being released into the 
  atmosphere, the virus will have killed all 
  Humans as well (see Fumiga Virus - Pull-
  out Sheet Ill). 
  HOW TO USE THIS MODULE 
  The middle eight pages of the module 
  (numbered I - VIII) contain information 
  which may be needed at any time during 
  the adventure . These pages should be 
  removed from the rest of the module 
  booklet for ease of reference. 
  Experience Awards 
  Experience points should be awarded, 
  according to each player's performance, 
  at the end of each section : 
  Beta Section : achieving interview with 
  Trans/Legrange 
  - 3 xps; chasing the 
  assassins - 3 xps; defeating the assassins 
  - 3xps. 
  Gamma Section : interviewing likely sus-
  pects - 6 xps 
  Dever and the KLC at the Sanatorium - 3 
  xps; gaining the data from the computer 
  - 3 xps; capturing the shuttle - 3 xps. 
  Epsilon Section : entering Artemis Base 
  - 3 xps; destroying the missile - 3 xps; 
  capturing or killing Legrange - 3 xps. 
  Computers 
  It is essential that the player characters 
  make good use of computers, 
  since 
  important 
  information 
  is contained 
  in 
  various databases scattered throughout 
  the module . Full details for using com-
  puters and the data banks can be found on 
  Pull-out Sheet VI. Players unused to 
  relying on computers 
  for information , 
  may initially need encouraging (by means 
  of a friendly NPC) to do so. 
  Maps and Mapping 
  Detailed maps have only been included 
  for areas where combat is likely to occur . 
  Other areas are treated 
  much more 
  abstractly -
  the City of Gozzorf (Map G) 
  shows only the separate areas of the city . 
  If your players request street plans, you 
  can either describe an area of a city 
  already familiar 
  to you (altering it to 
  reflect what you know of Gozzorf) or else 
  say that it is not really important -
  the 
  city is very big and no-one expects to be 
  able to map a city fully . 
  Abbreviations 
  AD - STAR FRONTIER 
  Expanded Game Rules . 
  Alpha Dawn 
  Creature/Robot
  /Character Statistics 
  ATT - Attack rating 
  BODY /LEVEL Body type/robot level 
  DEX - Dexterity 
  DM - Damage 
  IM - Initiative modifier 
  INT - Intuition 
  LOR - Leadership 
  LOG - Logic 
  M - Melee weapons base chance to hit 
  MOVE NORM/MAX 
  - Mode of move-
  ment (normal/maximum 
  movement 
  speed) 
  MV - Movement class 
  PER -Personality 
  PS - Punching score 
  RS - Reaction speed 
  RW - Ranged weapons base chance to 
  hit 
  SA - Special attacks 
  SD - Special defences 
  STA - Stamina 
  Delta Section : thwarting the KLC attack 
  STR - Strength 
  - 3 xps; saving the train - 3 xps; defeating 
  Std - Standard 
  INTRODUCTION 
  (How to Use This Module/ Abbreviations) 
  3 
  
  BET A SECTION: 
  BEGINNINGS 
  INTRODUCTION 
  In this part of the adventure , the player 
  characters (PCs) are hired by a journalist 
  wishing to interview Jack Leg range about 
  his recent scientific 
  award (see Prize-
  Giving and The Newshound - below) . 
  Provided with a cover story , the group are 
  to travel to Kraatar on the same ship as 
  Legrange , his two bodyguards, and two 
  Vrusk executives (see The Golden Dawn 
  - below) . However, the man they believe 
  to be Jack Legrange is an unwitting decoy 
  -
  Troy Trans (surgically altered to look 
  like Legrange - see Pull-out Sheet Ill: 
  NPCs) -
  whom Legrange has duped into 
  travelling to Kraatar in his stead . This is 
  the first stage of Legrange 's deranged 
  "Excelsior " plan to "eradicate all Vrusk 
  from the face of Kraatar " . 
  When the ship docks at Gozzorf starport, 
  Trans/ Legrange will be assassinated by 
  two Vrusk, backed up by the Vrusk 
  executives (see Laser Blast - page 6) all 
  controlled by Legrange 's brain implants 
  (see The Implant - Pull-out Sheet VIII) . 
  The PCs will have the chance to chase the 
  assassins , but the assassins w ill be 
  destroyed by explosive charges in the 
  implants 
  before they can be caught. 
  Afterwards, the PCs w ill be interviewed 
  by starport security and inevitably , their 
  cover story is blown (see The Squeeze 
  - page 9). It is important that the PCs trust 
  the security official , for , providing they 
  can convince him they are not insurgents , 
  he will be a valuable ally . Without his aid 
  -
  given in return for some investigation 
  into the motives behind the assassination 
  -
  the PCs could have difficulty leaving 
  Kraatar at alll 
  PRIZE-GIVING 
  Wh en the adventure starts , the player 
  characters are assumed to be between 
  jobs . While visiting one of the starport 
  bars they will see an interesting 
  news 
  broadcast : 
  The bar's loud music stops as vid 
  screens flash into life around the 
  bar. Appearing on their screens is a 
  view of a stately hall with a podium 
  at one end. "Today, the distin-
  guished scientist and philanthropist 
  Dr. Jack Leg range was awarded the 
  Fulbourn -McCoy prize for his con-
  tribut ion to bio-engineering.
  " 
  After a few moments , during which the 
  bartender asks for silence : 
  Dr Legrange , a middle aged Human , 
  approaches the podium and accepts 
  the prize from one of the officials . 
  As is customary , he turns to face 
  the crowd to make a speech . "Thank 
  you for the honour you have be-
  stowed on me, I am most grateful 
  and pleased that my work has been 
  recognised . I would like to take this 
  opportunity to draw your attention 
  to the planet of Kraatar, my home -
  world , where the Humans are being 
  ruthlessly exploited by the Vrusk . 
  These creatures have been under -
  mining Human rights on Kraatar . 
  They must be stopped , this cannot 
  be allowed to go on, for the galaxy ... " 
  The picture is suddenly blanked out 
  as an official -sounding Vrusk voice 
  makes an announcement, " Due to 
  technical failure, we are unable to 
  continue this broadcast , we will 
  meanwhile play you some mus .. " 
  A Yazirian bartender switches the tri -vid 
  off at th is point , mutter ing about the 
  terrible decline in the qual ity of service 
  recently . 
  THE NEWSHOUND 
  A day after this incident , the party are 
  approached 
  by Charletta 
  Komitz (see 
  NPCs - Pull-out Sheet Ill). After intro-
  ducing herself and offering to buy the PCs 
  drinks , she informs them that she works 
  for Pan-Galatic Holo-News , a reputable 
  frontier-wide 
  news agency , and that she 
  is trying to obtain an interview with Jack 
  Legrange. Following his outburst at the 
  awards ceremony , Legrange has refused 
  to speak further but a press statement 
  (Player Aid 1 - on the inner module 
  folder) has been issued by him . 
  Charletta wants evidence for an expose of 
  Legrange 's illegal connections with the 
  trustees of the Fulbourn -McCoy prize , 
  although 
  her suspicions 
  are, in fact. 
  unfounded . However, Legrange is noto-
  rious for his dislike of journalists 
  and 
  since he travels everywhere 
  with his 
  bodyguards , Charletta wants to hire the 
  PCs as a back-up in case of trouble . She 
  explains that Legrange is scheduled to 
  If the PCs express interest, she adds that 
  she would also like them to help with her 
  investigations 
  into Legrange 's activities 
  on Kraatar . For these services she can 
  pay all travelling expenses plus 5000 Cr 
  (but can be bargained up to 8000 Cr.). If 
  the PCs accept the job, she gives them the 
  Tourists ' Guide to Kraatar (Player Aid 2) 
  and a cover story (see below) to explain 
  their business on the planet . 
  The Cover Story : Charletta can provide 
  the PCs with papers which identify them 
  as recently hired employees of Sik'Triksta, 
  the Vrusk trade house specialising in 
  transport on Kraatar (see Major Trade 
  Houses - Pull-out Sheet II). 
  By using a starport computer terminal , 
  the players can discover general infor -
  mation about Leg range and Trojan Enter-
  prises (see Computers - Pull-out Sheet 
  VI) . Unt il arriv ing on Kraatar they cannot 
  find out any more information . 
  THE GOLDEN DAWN 
  Far from travell ing to Kraatar aboard the 
  Golden Dawn , Jack Legrange is already 
  enroute to Kraatar aboard his own ship . 
  Troy Trans (surgically altered to resemble 
  Legrange exactly-
  see NPCs - Pull-out 
  Sheet Ill) has been sent in his place. 
  Trans / Lagrange boards the ship with two 
  bodyguards 
  (who believe him to be 
  Legrange) . Two Vrusk executives, the PCs 
  and Charletta comprise the rest of the 
  ship 's complement of passengers . Full 
  details of all these characters can be 
  found on Pull-out Sheet Ill . 
  The starship map from the Alpha Dawn 
  box should be used for this part of the 
  adventure . The ship's bar and lounge are 
  off the map to the left of the passenger 
  cabins . When the players board the ship, 
  their baggage is searched by the Dralasite 
  steward . All weapons , screens and ar-
  mour are stored in the ship's hold. The 
  steward does not search the PCs' tool-kits 
  or their persons . The steward then shows 
  them to their cabins . 
  Steward 
  RACE : Dralasite 
  STA / STA 
  55/ 55 
  DEX/RS 
  40 / 40 
  INT /LOG 
  60 / 60 
  PER / LDR 
  40 / 40 
  PS 
  IM 
  AW 
  M 
  3 
  4 
  30% 
  28% 
  leave for Kraatar in two days time , on 
  Special Abilities : Elasticity (4 limbs), Lie 
  board the space liner "The Golden Dawn" . 
  Detection 22% 
  4 
  BEGINNINGS 
  (Introduction/Prize-Giving/The 
  Newshound/The 
  Golden Dawn) 
  
  SKILLS (PSA - BI0S0CIAL)
  : Psycho-
  social 2, Beam weapons 1, Medical 1. 
  Weapons and defences: None carried, 
  but in the event of trouble will collect a 
  laser pistol, an albedo screen and a 
  power beltpack (50 SEU) from the 
  bridge . 
  An hour after the PCs board the ship, it 
  lifts off from the starport and begins 
  acceleration towards Kraatar. Charletta 
  encourages the PCs to make the initial 
  approaches to Legrange and assess his 
  mood, but for all of the first day Trans/ 
  Legrange stays in his cabin . His body-
  guards watch the door at all times, 
  working in shifts and allowing no one to 
  enter . Attempts to influence these guards 
  with persuasion 
  and hypnotism 
  auto-
  matically fail, as they are totally loyal and 
  cannot be swayed from their duty . 
  From the second day, Trans / Legrange is 
  often in the lounge -
  playing games or 
  reading. In the evenings he can be found 
  in the bar. He is accompanied at all times 
  by his two bodyguards. The bodyguards 
  keep a wary eye on the two Vrusk 
  executives and refuse to let any PC Vrusk 
  near to their boss. Any other PC may 
  approach Trans / Legrange and find him 
  to be a sociable and likeable fellow . 
  Trans / Legrange engages in general con-
  versation and buys the PCs drinks. He is 
  very suspicious of any Vrusk in the party 
  and unwilling to deal with them. 
  At some convenient 
  time after this , 
  Charletta persuades Trans/Lagrange 
  to 
  give her a short interview . The non-Vrusk 
  PCs are invited along, and the character 
  with the highest technician skill is asked 
  to operate the halo-camera. 
  The Interview 
  Before the interview, Charletta encour-
  ages the PCs to ask questions as well and 
  you should try to avoid having her do all 
  the work . 
  The following information and views can 
  be gained from Trans/Legrange 
  during 
  the interview . You may like to elaborate 
  on it by using background material from 
  the History of Kraatar, the details of 
  Trans, and notes on the Trade Houses of 
  Kraatar (see Pull-out Sheets 1-111). Be 
  sure that players ask for this additional 
  information before you give it to them I 
  - Vrusk are enslaving 
  Humans; the 
  Humans have no choice but to work for 
  the Vrusk in their factories or indirectly 
  on the farms. 
  - Humans are treated as second class 
  citizens ; no Human holds a managerial 
  post, all have low jobs in the hierarchy. 
  - Vist'Lat, described as "by far the most 
  rapacious trade house on Kraatar" , 
  has been carrying out vigilante raids 
  against Humans. 
  - When asked about his connections 
  with the Fulbourn-McCoy 
  board of 
  trustees, 
  Trans / Legrange 
  is very 
  offended and terminates the interview 
  immediately. 
  This behaviour merely 
  serves to arouse Charletta's suspicions 
  even further . 
  After the interview, Charletta gives the 
  video tape to the PCs for safe-keep ing. 
  The Cargo Hold 
  The cargo hold is secured with a level 4 
  electronic lock and is fitted with a level 2 
  security device. Unless this has first been 
  deactivated , an alarm sounds on the 
  bridge when the door is opened . Two 
  minutes 
  after the alarm sounds, the 
  steward (laser pistol and power beltpack 
  - 50 SEU) arrives to investigate . 
  Should the PCs enter the hold they find 
  I ittle of interest : Trans / Legra nge · s equip -
  ment -
  three albedo screens, two laser 
  BEGINNINGS 
  5 
  
  6 
  rifles and a laser pistol, as well as bundles 
  of press releases (similar to the one on 
  the inner 
  module cover). The Vrusk 
  executives' luggage consists of four frag-
  mentation grenades and two laser pistols. 
  If later questioned about these, the Vrusk 
  claim the weapons are for defence only. 
  Approach to Kraatar 
  As the Golden Dawn nears Kraatar, 
  passengers are invited onto the bridge to 
  watch the approach manoeuvres. If the 
  PCs go to the bridge, they find Trans/ 
  Legrange and his bodyguards already 
  there . The Vrusk executives have elected 
  to stay in their cabins. The Golden Dawn 
  passes close to Tivalla, the nearest of 
  Kraatar's two moons : 
  The bridge is humming with activity 
  as the crew make the final approach 
  manoeuvres. 
  Through 
  the view 
  screen can be seen a large black 
  void set against the backdrop of 
  stars . Light begins to appear at one 
  edge as the ship alters its course . 
  Soon more of the light side of the 
  moon comes into view. Suddenly 
  the whole of space is illuminated by 
  a flash of light from the dark side. 
  The crew frantically flick switches 
  as the captain shouts out orders . 
  The explosion is from the Shomtz Mining 
  Colony on the dark side of the moon . The 
  captain knows that there is a mining 
  colony in the area of the blast and he 
  radios the starport on Kraatar, to inform 
  them of the situation . On no account does 
  he deviate from his course to Kraatar . As 
  final approach is made, the bridge is 
  cleared of a II passengers . They a re told by 
  the steward that they will be landing at 
  Gozzorf starport shortly and to meet by 
  the airlock in 2 hours time, ready to 
  disembark. 
  When the PCs arrive at the airlock, they 
  find their baggage from the hold already 
  there. As the ship docks, they are able to 
  take whatever they like from it. 
  WELCOME TO KRAATAR 
  (Maps K & G/Plan 1) 
  Gozzorf starport is owned and controlled 
  by Vist'Lat trade house (see Major Trade 
  Houses - Pull-out Sheet II), who deal 
  with the administration 
  of the starport 
  BEGINNINGS 
  (Welcome to Kraatar) 
  and provide customs officials . Following a 
  KLC attack on the starport a fortnight ago 
  (see The Freedom Fighters - Pull-out 
  Sheet 
  II). VL have contracted 
  RIK 
  (Ral'lk'Ka) personnel to oversee security 
  matters and provide trained guards . 
  Just before the starship lands at Gozzorf 
  starport (see Plan 1 ), one of the Vrusk 
  executives remembers that he left a bag 
  in his cabin and both Vrusk return for it. 
  Trans / Legrange is about to be assass-
  inated as he steps from the starship 
  Charletta Komitz is killed in the ensu ing 
  cross-fire, and the PCs have the oppor-
  tunity to chase the killers: 
  The starship touches down and all 
  goes quiet as its motors cut out. The 
  airlock begins to hum as it slowly 
  opens to reveal a bright pink sky and 
  orange-yellow sun . Before you lies 
  the starport with its administrative 
  tower and landing bays. A ground 
  transport is moving towards the 
  ship and parked by the landing 
  ramp are a ground car and a cycle . 
  At the bottom, stand three uni -
  formed Vrusk , one of whom holds a 
  hand computer. 
  The approaching ground transport con-
  tains two Vist'Lat Vrusk maintenance 
  personnel. They park the transport near 
  the landing ramp and begin to inspect the 
  ship's landing gear . The three Vrusk 
  waiting at the bottom are unarmed VL 
  customs officials . 
  Trans / Legrange and his bodyguards 
  leave the ship after the PCs. The customs 
  officials politely ask for people's names 
  and ID cards, enter the names into their 
  hand computer (see New Equipment -
  Pull-out Sheet VIII) and await a reply 
  from the main computer . This is merely a 
  formality and delays the PCs for a minute 
  at most . Charletta expresses a desire to 
  have a final word with Legrange and so 
  waits at the base of the landing ramp . The 
  customs officials meanwhile direct the 
  PCs to the Administrative 
  block where 
  their baggage is to be checked before they 
  are allowed to leave the starport . Follow-
  ing the attack on the starport by the KLC, 
  this is now standard policy and cannot be 
  avoided; at present only pistols and melee 
  weapons are allowed on Kraatar . All 
  heavy weapons and grenades are held by 
  Vist'Lat 
  and are only returned when 
  characters leave the planet . 
  Laser Blast 
  As Trans / Legrange moves onto the Ian-
  ding pad, a flash of laser light comes from 
  area 1, striking 
  Trans / Lagrange and 
  instantly killing him (below -30 STA). At 
  the same moment, the two Vrusk exec-
  utives appear in the airlock. Both throw a 
  fragmentation 
  grenade (8d10 points of 
  damage) at Legrange , his bodyguards, 
  and the customs officials . Charletta is 
  fatally wounded in this attack . The Vrusk 
  then produce laser pistols and shoot (4 
  SEU per shot) at the bodyguards (if they 
  are still alive) , otherwise they fire at the 
  PCs. The bodyguards return their fire, 
  while the customs officials hastily take 
  cover underneath the starship, where the 
  maintenance 
  personnel 
  are already 
  hiding . 
  The Assassin 
  The assassin is an RIK Vrusk with a brain 
  implant, who carries a laser rifle and two 
  power beltpacks (50 SEU each). She has 
  just fired a 20 SEU shot, and next round 
  she switches to 5 SEU before fleeing to a 
  ground car parked nearby . Another Vrusk 
  (also a brain -implanted RIK employee) 
  waits in the ground car and is armed with 
  a laser pistol (set to 4 SEU) and a power 
  beltpack (50 SEU). The statistics of both of 
  the assassins can be found on Pull-out 
  Sheet IV . 
  Actions of N PCs 
  The two assassins attempt to flee to-
  wards Gozzorf City, following the route 
  marked on Plan 1. If the PCs "comman-
  deer" the parked vehicles to follow them, 
  use the Chase section (see page 7). In any 
  event, the assassins wreck their vehicle 
  while attempting to break through the 
  main gate (area e). Whether the PCs give 
  chase or not, Starport Security wish to 
  interview them as soon as the assassins 
  have been dealt with (see Aftermath -
  page 9). 
  The suddenness of the attack effectively 
  paralyses the Starport Security . Starport 
  personnel take no part in the chase, but 
  those at the main gate (area e) fire at the 
  assass ins as they attempt to leave the 
  starport 
  (see page 8). Irrespective of 
  whether 
  the PCs give chase, a Vrusk 
  controlled by an implant directs a security 
  robot from the Administration 
  Building 
  (see page 8), to kill them . The robot 
  attacks until destroyed . 
  
  THE CHASE 
  The parked vehicles (a ground car, trans -
  port and cycle) are not locked . The PCs 
  can automatically 
  enter and start the 
  vehic les in 1 turn . In the following turn 
  they can give chase. The assassins (in 
  their ground car) attempt to evade their 
  pursuers and fire at any pursuing vehicle 
  (see AD p32) . They attempt to escape as 
  quickly as possible , and Reaction Speed 
  checks should be made where necessary 
  for the driver. If their vehicle crashes and 
  cannot be restarted, the assassins flee on 
  foot. 
  Vehicle Statistics 
  All speeds are given in metres per turn 
  unless stated otherwise . 
  GROUND CAR 
  Top/Cruise Speed : 100kph / 60kph 
  Acceleration/Deceleration
  : 60 / 40 
  Top/Turn Speed : 175/ 80 
  Passengers: 6 
  ENCLOSED GROUND TRANSPORT 
  Top/Cruise Speed : 75kph / 60kph 
  Acceleration/Deceleration
  : 40 / 30 
  Top/Turn Speed : 125 / 50 
  Passengers: 3 (up to 6 on top) 
  GROUND CYCLE 
  Top/Cruise Speed : 120kph / 60kph 
  Acceleration/Deceleration
  : 100 / 40 
  Top/ Turn Speed : 200 / 100 
  Passengers: 2 
  The starport map is divided into 10-metre 
  squares . Normally, a vehicle travelling at 
  its turn speed or less, may turn 45 
  degrees to the right or left for every 5 
  metres travelled . Therefore, 
  in a 10-
  metre square it can turn 90 degrees . 
  Once turn speed is exceeded , a 45 degree 
  turn can only be made every 10 metres . 
  Attempts to turn faster than this require a 
  Reaction Speed check from the driver on 
  each occasion, with failure resulting in a 
  crash (see AD p31 ). 
  Chase Obstacles 
  a. Checkpoints 
  These consist 
  of a reinforced 
  plastic 
  barrier 
  across the road, and a booth 
  containing 
  two 
  RIK Vrusk personnel. 
  Usually , ID cards are shown to the guards 
  who then 
  raise the barrier 
  to allow 
  vehicles to pass through . 
  BEGINNINGS 
  (The Chase) 7 
  
  8 
  As the assassins reach the first barrier, it 
  is raised to allow an incoming ground 
  transport to pass. The assassins swerve 
  around the transport 
  and under the 
  barrier before it closes. The transport 
  driver loses control and crashes into the 
  Administration 
  Building (area 2). PCs 
  chasing the assassins can get under the 
  barrier before it closes, if the driver makes 
  a Reaction Speed check. Otherwise , the 
  PCs hit the barrier which shatters and 
  characters in the front of the vehicle take 
  3d10 points of damage (negated by a 
  successful Reaction Speed check). The 
  vehicle will otherwise be undamaged. 
  b. Robot 
  The Vrusk operator of the central com-
  puter terminal 
  in the Administration 
  Building (see The Starport Computer -
  below) has a Legrange brain implant . This 
  directs her to eliminate anyone trying to 
  detain the assassins. Accord ingly, she 
  assumes direct control of one the security 
  robots and uses it to attack the PCs, at the 
  same time deactivating the other security 
  robots. This attack takes place whether 
  the players have taken up the chase or 
  not, although if they are in a vehicle, the 
  robot must approach them head on. The 
  robot attacks until destroyed. 
  RIK SECURITY ROBOT 
  BODY /LE VEL: Standard (reinforced)/ 4 
  MOVE NORM / MAX : 8 wheels; 10/ 90 
  LIMBS : 2 mechanical arms 
  PROGRAMS : security lock; attack/ defence; 
  computer link 
  PARABATTERV : type 2 
  STA & DEFENCES : 150; Albedo screen 
  (powered from 50 SEU battery), A-S implant 
  WEAPONS : limbs(DM 2 x2d10); laser rifle; 
  10 doze grenades and 10 tangier 
  grenades; 
  100 SEU backpack (for rifle) 
  ATT 70; 
  IM 7; 
  RS 70 
  Description : This is a standard 
  RIK 
  security robot, with a specially armoured 
  (but not heavy duty), cylindrical body. Its 
  normal mission / functions relate to re-
  stricting access to the central computer 
  terminal in the Administration 
  Building, 
  but the terminal operator has the facility 
  to control it directly from the terminal (see 
  area 2 - Administration Building). The 
  robot has 3 cameras mounted in a 3-sided 
  pyramid above its audio -visual sensors. 
  These relay visible light and/ or infra-red 
  views of its surroundings to the central 
  computer terminal. Its electrified main-
  tenance panel stuns anyone attempting 
  BEGINNINGS (Gozzorf Starport) 
  to deactivate the robot (negated by a 
  successful Stamina check), and can only 
  be opened safely by altering the robot's 
  functions 
  from the central 
  computer 
  terminal. 
  c. Ambulance 
  This ambulance is on its way to the scene 
  of the assassination . It suddenly appears 
  from the side road in front of the PCs' 
  vehicle(s) with its siren blaring . Char -
  acters making a successful 
  Intuition 
  check hear the approach of the ambulance 
  and can take suitable actions . The ambu -
  lance can be avoided if the PCs accelerate 
  past the opening, or else the driver(s) may 
  try to swerve around it by making a 
  successful Reaction Speed check . Failure 
  results in a loss of control (see AD p31 ). 
  If the PCs fail to hear the ambulance's 
  approach, the first they know about it is 
  when it appears from the side road. A 
  successful Reaction Speed check allows 
  the PCs to swerve around it and continue 
  on their journey, otherwise they will lose 
  control and may collide with the ambu-
  lance (see AD p31 ). Unless a collision 
  occurs , the ambulance driver does not 
  lose control and continues on his way. 
  d. Alley 
  This links the warehouse section with the 
  main gate. A number of Reaction Speed 
  checks are necessary here for the curves . 
  Failure results in a loss of control. The 
  assassins slow down to turn speed here 
  unless closely followed by the PCs. 
  e. Main Gate 
  This has a larger barrier than the check-
  points. Hitting this decreases a vehicle's 
  speed by 20 metres / turn and, if the driver 
  fails a Reaction Speed check, the vehicle 
  goes out of control. There are four RIK 
  guards here , who fire at the assassins ' 
  vehicle with their laser pistols . Whether 
  the PCs are following or not, the ass-
  assins' vehicle automatically crashes and 
  the assassins themselves explode. 
  Exploding Vrusk 
  On no account will the assassins surr-
  ender. If they, or the Vrusk executives are 
  reduced to less than O Stamina, fall 
  unconscious or are captured, the implant 
  devices in their heads explode, instantly 
  killing the Vrusk in question. The blast is 
  not large enough to affect any other 
  creature . To an observer, it appears that 
  the Vrusk has set off some sort of self-
  destruct device, totally destroying the 
  cranial carapace. Both assassins carry 
  RIK ID cards. 
  GOZZORF STARPORT 
  All buildings 
  are protected by level 4 
  security devices and locks. If an alarm is 
  activated, a buzzer rings in the Security 
  Wing of the Administration 
  Building (area 
  3). At the same time, a doze grenade is 
  fired 
  by the defence 
  system at any 
  character it has detected . Four RIK per-
  sonnel and a security robot arrive on the 
  scene within 3 minutes . 
  2. Administration Building 
  This complex houses the offices of Vist' -
  Lat. From here Vist'Lat personnel ad-
  minister 
  the running 
  of the starport. 
  Customs, cargo handling, overhaul, re-
  fuelling 
  and monitoring 
  of all vessels 
  entering the system are done from here. 
  Passengers disembarking 
  from or em-
  barking on starships pass through the 
  customs check here. Waiting lounges and 
  recreation facilities are provided for the 
  passengers ' entertainment. 
  Medical facilities and the starport com-
  puter are also situated here. The com-
  puter's data banks may be accessed by 
  the public from a number of terminals . 
  The Starport Computer 
  Access to the starport computer is avail-
  able at all times from a number of 
  terminals in the Administration 
  Building 
  of the starport . Characters may use these 
  terminals to discover various pieces of 
  information 
  (see Computers - Pull-out 
  Sheet VI). 
  As well as robot management, the central 
  computer terminal can provide its oper-
  ator with direct remote control of any of 
  the 12 security robots in the starport . This 
  feature, 
  which 
  uses both the robots ' 
  computer link program and a radio trans-
  ceiver , allows several levels of control -
  from general verbal commands within a 
  robot's mission and functions, to direct 
  'joystick' control with verbal command 
  overrides . The computer's screens can be 
  directed to show the views (visible light or 
  infra-red) from the robot's three cameras. 
  
  3. Security Wing 
  Following the attack by the KLC a fortnight 
  ago (see The Freedom Fighters - Pull-out 
  Sheet II) the security trade house Ral'lk' 
  Ka has been employed to protect the 
  starport. Ral'lk'Ka personnel now occupy 
  this part of the Adm inistration Building . 
  The statistics of average RIK personnel 
  can be found on Pull-out Sheet V. 
  4. Monorail Terminus 
  The terminus is run by Sik'Triksta trade 
  house and runs a regular serv ice to 
  central Gozzorf every 15 minutes . The 
  cost of the journey is 1 Cr. The monorail 
  track is 5 meters above the starport . 
  5. Maintenance Building 
  This building complex has a vehicle store. 
  workrooms for overhauling small inter -
  planetary ships , and extensive repair and 
  overhaul facilities for larger ships . 
  6 . Warehouses 
  Goods are stored here while they await 
  shipment 
  either to Gozzorf or out of 
  system on a starship . 
  7. Starport Fence 
  This is a 5-metre-high, electrified fence 
  (level 2 defence - DM 4d10) . Signs warn -
  ing that it is electrified are located every 
  10 metres . The power supply for the 
  fence is at the main gate , but a technician 
  making a successful deactivate defences 
  roll can wire round a section of fence, 
  diverting the electricity from it and allow -
  ing the fence to be cut or climbed . 
  AFTERMATH 
  lfTrans / Legrange ·s bodyguards survived 
  the attack, they are taken to the medical 
  section of the Administrative 
  Building, 
  where their wounds are treated. After 
  being interviewed, they leave the starport 
  and goto Gozzorf-
  providing they do not 
  need hospital isation. 
  Starport Security has now overcome its 
  inert ia and moved into action . The Vrusk 
  controlling the security robot is discov-
  ered, but her head explodes before she 
  can be captured . 
  Once the assassins are dead, Starport 
  Security will wish to interview the PCs. 
  After 5 turns, four ground cars and a 
  ground transport appear wherever the 
  PCs are . Two RIK personnel get out of the 
  lead car and approach the PCs in a non -
  threatening manner . They ask the PCs to 
  accompany them to the Administration 
  Building for an interview . If they refuse , 
  twenty armed Security personnel pour 
  out of the vehicles with their weapons 
  trained on the PCs. If the PCs still refuse 
  to co-operate , a fight breaks out, but 
  should the PCs surrender at any point , 
  they are taken to the Administrat ion 
  Building for questioning . 
  The Interview 
  Once at the Security Wing , the PCs are 
  relieved of their weapons, 
  and thei r 
  papers are taken for routine checking . 
  They are then shown into a comfortable 
  room contain ing a uniform ed Vrusk and a 
  computer terminal. 
  The Vrusk is Ral'lk'Ka Zzik'Ti (see NPCs 
  - Pull-out Sheet IV), the Vrusk in charge 
  of RIK Starport Security . RIK Zzik'Ti is very 
  apologetic about the incident, and em -
  phasises that this has never happened 
  before . He otters his sympathies for the 
  death of Charletta and undertakes both to 
  contact Pan-Galactic Holo-News , and to 
  arrange for the body to be returned to her 
  homeworld . 
  He informs the characters that the oper -
  ator of the security robot which attacked 
  them has been caught. Unfortunately , the 
  technician committed suicide by blowing 
  her own head off . If the PCs enquire about 
  the technician's background, RIK Zzik'Ti 
  informs them that she had worked here 
  for 8 years , during which time she had an 
  exemplary record. 
  RIK Zzik'Ti is genuinely upset and shocked 
  at the murder of Lagrange . Lagrange was 
  certainly an outspoken person , but it is 
  not the Vrusk way to deal with opposition 
  in such a bloody manner . However, the 
  evidence clearly shows that Vrusk were 
  responsible for Lagrange 's death -
  and 
  RIK personnel at that . Even if the PCs did 
  not search the bodies of the assassins, 
  RIK Zzik'Ti admits that the dead assassins 
  were RIK employees . If quest ioned about 
  their records, RIK Zzik'Ti explains that the 
  two Vrusk disappeared some months ago 
  while on an undercover mission to seek 
  and destroy a KLC cell. RIK Zzik'T i feels 
  that something 
  is not right, but he is 
  9 
  unable to tell exactly what. He is on the 
  point of asking whether the characters 
  could undertake some enquiries for him, 
  when he receives a chronocom call. RIK 
  Zzik'Ti excuses himself and disappears 
  into the next room. When he returns his 
  attitude has changed : he is more abrupt 
  and questions the PCs closely about their 
  business on the planet , with particular 
  reference to the cover story given them by 
  Charletta Komitz. 
  The Squeeze 
  During the interview , RIK personnel have 
  checked through the PCs' ID cards and 
  questioned the Golden Dawn's captain . 
  Sik'Triksta , the transport trade house for 
  which 
  the PCs are supposed to be 
  working , has not advertised off -world for 
  employees and has never even heard of 
  them . Since the PCs arrived with La-
  grange, they are now under suspicion of 
  being his agents . 
  The PCs have to come up with a story to 
  convince RIK Zzik'Ti (the truth will do). RIK 
  Zzik'Ti makes it clear that in exchange for 
  allowing them to leave Kraatar , he re-
  quires information 
  to be gathered . (If 
  Pyscho -Social skills are used success -
  fully, RIK Zzik'Ti can be persuaded to pay 
  them a nominal amount -
  50 Cr per day 
  each) . RIK Zzik'Ti wants to know who is 
  responsible for Legrange 's killing, and 
  what the motives are. The Vrusk execu-
  tives were Cl ik' Aqat personnel and Zzik 'Ti 
  will suggest that this is a good place to 
  begin the investigation . He also tells the 
  PCs about recent events on Kraatar and 
  explains that things are very unsettled. 
  He mentions that weapons captured from 
  the KLC are all of offworld manufacture, 
  made by the Stysor Arms Company of 
  Madderly's Star (see Diagram 3 - The 
  Lagrange Network on the module cover) . 
  Should the party later need any assis-
  tance , they should contact him directly at 
  the starport . He does not want Vist'Lat 
  trade house to know of his "deal" with 
  the party, and if they find out that the PCs 
  are working for him , he will be forced to 
  leave them on their own. 
  Freedom of Kraatar 
  After the interview, 
  the PCs' pistols , 
  defences , melee weapons and papers are 
  returned to them . Once released, it is up 
  to the PCs what to do. Ideally, they should 
  find some accommodation 
  and begin 
  their investigations in Gozzorf City. 
  BEGINNINGS 
  (Aftermath) 
  
  GAMMA SECTION: GOZZORF CITY 
  0 
  In this section, more informa tion is dis-
  covered about the unstable situation on 
  Kraatar and an offer is made to buy the 
  PCs' video of Legrange . The events they 
  experience should eventually 
  lead the 
  PCs across Kraatar to Ouazzt's Depres-
  sion and the High Peaks Sanatorium . 
  LAW ON KRAATAR 
  All weapons other than pistols or melee 
  weapons are illegal. Characters found in 
  possession of other weapons will be 
  arrested, have their weapons confiscated 
  and be fined 500 Cr each. In most areas of 
  Gozzorf, RIK personnel maintain a low 
  profile, and areas where they are likely to 
  be encountered 
  have been specified 
  below . Should the PCs be arrested, they 
  w ill be taken to the RIK headquarters for 
  questioning , and after RIK Zzik'Ti has 
  been contacted, they will be free to leave . 
  Should the PCs kill any RIK personnel , 
  they will be securely locked away to await 
  trial. RIK Zzik'Ti w ill unab le to help them 
  in this situation and if convicted, they will 
  be jailed for life . 
  10 
  GOZZORF CIT Y 
  A GUIDE TO GOZZORF CITY 
  GOZZORF has a population of about one 
  million 
  (divided more or less equally 
  between Vrusk and Humans, with only a 
  few Dralasites and Yazirians) and is the 
  largest settlement on Kraatar . It was here 
  that the fi rst Human settlers landed, and 
  it is still the site of the planet's starport. 
  Gozzorf is zoned into a number of 
  districts, 
  connected 
  by monorail 
  and 
  roads : 
  A) Starport -
  the starport is run by 
  Vist' Lat trade house (see M ajor Trade 
  Houses - Pull-out Sheet II). 
  B) Jedsis -
  is the name of the area 
  containing the starport and is home to 
  numerous 
  transients, 
  plus indigenous 
  Humans and Vrusk who have opted to 
  stay outside mainstream Vrusk society . 
  Attitudes to Vrusk vary here , but it is an 
  unwise Vrusk who ventures out alone at 
  night . Following recent attacks by the 
  KLC, Jedsis is frequent ly patrolled by 
  groups of four RIK personnel , who stop 
  and interrogate 
  anyone 
  acting 
  sus -
  piciously . There is a 45% chance that the 
  PCs suffer some form of harrassment 
  from an RIK patro l each time they enter 
  Jedsis . 
  C) Business District -
  located on the 
  shores of the Yatiz Sea, the business 
  district 
  includes 
  numerous 
  shopping 
  plazas, several well-appointed hotels and 
  important 
  office buildings . Most Vrusk 
  trade houses have their offices here. The 
  business district is usually crowded w ith 
  Vrusk and Humans . 
  D ) Industri al Dist rict -
  the majo rity of 
  factor ies and warehouses 
  are located 
  here . A small number of workers actually 
  live here, but most Vrusk and Human 
  workers commute here every day on the 
  monorail. 
  El Pstriztz' kipur -
  this is where the 
  majority of Vrusk executives live. It is a 
  beautifully ornamented area. Open park-
  lands and gardens are common, and its 
  wide boulevards are lined with statues 
  and sculptures 
  pleasing to the Vrusk. 
  Follow ing te rrorist attacks by the KLC, 
  
  this area is out of bounds to anyone who 
  does not hold an entry 
  permit . RIK 
  personnel can be found at the checkpoints 
  leading into this area -
  their statistics 
  are the same as the RIK personnel on 
  Pull-out Sheet V. 
  · 
  F) Fioust -
  the majority of Vrusk and 
  Human workers live in this area. Although 
  not as picturesque as Pstriztz'kipur. Fi oust 
  is still a pleasant area. Most of the 
  workers live in three -storey houses . 
  The Monorail 
  The monorail is run by Sik'Triksta trade 
  house and links all areas of the city . 
  Trains run every 15 minutes and a ticket. 
  valid for a day's unlimited travel within 
  the city , costs 1 Cr. 
  FIGHTING IN THE STREETS 
  1 . Leaving the Starport 
  As the PCs leave the starport after their 
  interview with RIK Zzik'Ti. their journey is 
  interrupted by a riot taking place in the 
  wake of Leg range's death . If they are on 
  the monorail, they witness the following 
  scene from the air. if in a car or on foot, 
  they see it as they cross the crest of a hill: 
  As you leave the starport. sounds of 
  angry voices drift from the surround -
  ing streets . After a short time a 
  large group of milling Humans can 
  be seen moving towards the starport 
  perimeter fence. Shouts of, "This 
  murder will not go unavenged!", 
  "Vist'Lat murderers will all diel" , 
  and "The KLC cannot be crushed!", 
  are now clearly audible. 
  Two ground transports, and a group 
  ofVrusk equipped with riot gear can 
  be seen at the back of the crowd . 
  Suddenly a rocket shoots out from 
  the crowd and hits one of the 
  transports. engulfing it in flames . 
  The sound of automatic weapons 
  breaks out. and a few Vrusk fall, 
  clutching at their bodies . At that 
  moment the crowd surges forwards. 
  engulfing the Vrusk . 
  ff the PCs are on the monorail, it pulls into 
  a station and halts until the riot ends in 18 
  hours time . The PCs are free to leave the 
  monorail and venture out onto the streets . 
  2. On the Streets 
  This encounter occurs no matter where 
  the PCs are going . A group of five Humans 
  and three Yazirians (see below) can be 
  seen standing over two Vrusk. Cries of, 
  "Get up bug, we ain't finished yet!" and 
  "Smash its skull !", are clearly audible 
  above the sickening sound of blows to the 
  Vrusks' carapaces . One of the victims 
  calls to the PCs for help, and the thugs 
  turn round . 
  $TR/STA 
  DEX/RS 
  Leader 
  61/ 65 
  68 / 50 
  11 
  there are no PC Vrusk present, the thugs 
  attempt to beat the remaining Vrusk to 
  death. unless the PCs prevent them. The 
  thugs flee when half of their number have 
  been killed or rendered unconcious . lfthe 
  PCs do not intervene. you will need to 
  introduce Sa'Shr 'lt'Rezz to them by some 
  other means later on. 
  Both Vrusk are in bad shape, and require 
  urgent 
  medical 
  attention. 
  Tyzzik (an 
  average Vrusk) is reduced to -28 Stamina 
  and Sik'Triksta Sa'Shr 'lt' Rezz (see NPCs 
  - Pull-out Sheet IV) to 2 Stamina. After 
  being brought round , Sa'Shr'lt'Rezz tells 
  the PCs her story . She and Tyzzik had 
  been visiting a friend when the riot broke 
  out. Fleeing from the riot, they were 
  waylaid by the thugs and beaten up. 
  Sa'Shr'lt'Rezz 
  lost consciousness 
  and 
  came round to find the PCs standing over 
  her . She asks the PCs to accompany her 
  to her residence in Fioust. If they are 
  unwilling, you should point out that she is 
  very weak and needs help to get there . 
  The Riot 
  RIK personnel are quickly mobilised to 
  quell the riot. firing doze grenades into 
  the crowd in an attempt to contain it . For 
  the next 18 hours. sporadic street-fighting 
  continues. until the riot finally peters out. 
  Afterwards, 
  news reports comment on 
  the large number of Vrusk involved in the 
  riot . The reports state that these Vrusk 
  hold Vist'Lat responsible for Legrange·s 
  death and wished to protest against it. 
  After the riot, the PCs require somewhere 
  to stay . Sa'Shr'lt'Rezz would gladly pro-
  vide them with accommodation but her 
  flatistoosmall.Accommodationcanbefound 
  INT/LOG 
  PER/LOR 
  PS 
  RW IM 
  M 
  42 / 45 
  50/ 65 
  4 
  54% 5 
  74% 
  Skills: Melee weapons 4. Projectile weapons 2 
  Weapons and Defences : Sonic sword, Automatic pistol (2 full bulletclips). Gauss 
  screen , Military skeinsuit. Power beltpack (28 SEU) 
  Thug 1 
  H 
  30/ 45 
  55/ 45 
  20/20 
  30/ 30 
  2 
  5 
  48% 
  Thug 2 
  H 
  50/ 55 
  40/ 40 
  30 / 30 
  35/ 40 
  3 
  4 
  45% 
  Thug 3 
  H 
  25/ 35 
  50/ 50 
  40 / 40 
  40/40 
  2 
  5 
  45% 
  Thug 4 
  H 
  55/ 65 
  60/ 58 
  35 / 36 
  28/25 
  3 
  6 
  50% 
  Thug 5 
  y 
  35/ 35 
  55/ 58 
  50/ 50 
  40 / 40 
  2 
  6 
  48% 
  Thug 6 
  y 
  40/ 40 
  50/ 50 
  45 / 45 
  45/45 
  2 
  5 
  45% 
  Thug 7 
  y 
  50/ 65 
  52/ 50 
  45 / 45 
  50/ 50 
  3 
  5 
  46% 
  Skills: Melee weapons 2 
  Weapons and Defences : Thugs Nos. 1-3: Knives ; Thugs Nos. 4-6 : Clubs ; Thug No. 7: 
  Vibroknife (12 SEU) and Club; all wear damaged Military skeinsuits (30 points left). 
  GOZZORF CITY (Fighting in the Streets) 
  
  12 
  in Fioust and Jedsis . In Fioust , accommo -
  dation is run by Yrrt i'K (a minor trade 
  house specialising 
  in accommodation 
  and entertainments) . Accommodation in 
  Jedsis will be run by either Yrrti 'K or an 
  independent 
  character 
  of any race . 
  Rooms and board cost 10 Cr per night . 
  Once they have found somewhere to 
  stay, the PCs should be encouraged to 
  explore the city and continue 
  their 
  investigation . 
  ENCOUNTERS & EVENTS 
  Unlike Set Encounters which take place 
  at specific locales. Events occur at specific 
  times (the location of the PCs at the time 
  is often irrelevant) . The following events 
  occur during the PCs' stay in Gozzorf, 
  with Day 1 being the day of Trans / 
  Legrange 's assassination : 
  Day 2. Responsibility Claimed 
  Day 3. The Video 
  Day 3. Vist'Lat Sackings 
  Day 4. Strange Rumours 
  Day 4. The Tail 
  Day 5. Expulsion of Vist'Lat 
  Day 6 . News of Funeral 
  EVENTS 
  DAY 2 . Responsibility Claimed 
  The day after the assassination of Trans / 
  Legrange , the following announcement 
  is broadcast 
  across Kraatar 
  by KLC 
  agents . The message 
  interrupts 
  all 
  current transmissions : 
  "Yesterday, brave soldiers of the Vrusk 
  Protection Force struck a glorious blow 
  for the freedom of all Vrusk on Kraatar. 
  The vile soft -skin Jack Lagrange , was 
  eradicated as he stepped onto our 
  planet. Others of his kind, unfor -
  tunately , surv ived the attack . In the 
  futur e all soft -skins will be driven from 
  Kraatar . This planet is ours and all 
  lesser life forms will be destroyed ." 
  Ssi'Aq'Krr (SAK) news service is the only 
  news trade house on Kraatar . If the PCs 
  investigate at the SAK offices in the 
  Busines s District , they discover that the 
  transmis sion orig inated from the star -
  port . Contacting th e starport, they are put 
  in touch w ith RIK Zzik'Ti, who informs 
  them that a relay device was discovered 
  in the communications 
  room . ft could 
  have been left by anyone , as Vrusk 
  DAY 3. The Video 
  David Dever fears that the video which 
  the PCs made on the Golden Dawn , 
  might , on close inspection , reveal Trans 
  to be an impostor . He orders his agent , 
  the Dralasite Gorboz {see Pull-out Sheet 
  IV), to obtain the video at any cost . Gorboz 
  sends Sikriie, a Yazirian henchman to 
  search the PCs' rooms . This occurs when 
  the PCs are all out exploring Gozzorf, for 
  example . When the PCs return , they find 
  their rooms ransacked, and the video 
  stolen (if it was there) . Nothing else will 
  have been taken . 
  If the video was not there . on the 
  following day, Gorboz attempts to buy it. 
  At any convenient location , the adven -
  turers are approached by Gorboz, pre-
  tending to represent Ssi'Aq 'Krr, the news 
  trade house. Should the PCs enquire at 
  the offices of SAK, they discover that 
  Gorboz has never worked there . The 
  Dralasite is interested in purchasing the 
  video of Legrange . (Gorboz does not 
  reveal how it knows about the video, but 
  drops hints about " my knowledgeable 
  friends " ). Gorboz offers to pay 20 ,000 Cr 
  for it and can be bargained up to 30,000 
  Cr. If the PCs agree and have the video 
  with them , Gorboz pays them the money 
  and leaves . If they don't have it, Gorboz 
  arranges to meet them the following day 
  and to hand over the money then. ff 
  asked, Gorboz denies all knowledge of 
  Sikriie's attempted burglary and says that 
  in these troubled times, one has to expect 
  such things . If the PCs refuse to sell the 
  video, Gorboz reports to David Dever (see 
  Pull-out Sheet IV) at the High Peaks 
  Sanatorium . and when they leave Gozz-
  orf, an attempt is made to kill them (see 
  The Shootout - page 16). 
  DAY 3. Vist'Lat Sackings 
  The Ssi'Aq 'Krr (SAK) news service broad-
  casts this report in the evening : 
  "Today's shock news bulletin is that in 
  the wake of the riot in Jedsis , Vist'Lat 
  has sacked all of its Human workforce . 
  Humans living in VL company houses 
  have been forcibly evicted by RIK per-
  sonnel, and in some areas of Jedsis , 
  street-fighting 
  has again erupted . 
  Attempts by the Commercial Council 
  to reinstate the workers have been 
  rejected byVL, who claim that they are 
  a danger to the starport ." 
  techn icians pass through it all the time . 
  Riots in Jedsis go on for the next 2 days. 
  GOZZORF CITY (Encounters & Events) 
  DAY 4 . Strange Rumours 
  While 
  in a bar, the PCs overhear a 
  conversation 
  between a Vrusk and a 
  Human. The two are friends and both 
  work for Sik'Triksta on the monorail 
  (racial hatred is not as widespread as 
  Leg range would wish) . Whil e recently at 
  Quazzt's Depression , the Human saw 
  starship lights in the sky, which was very 
  odd since starships are only supposed to 
  land at the starport . Why they should land 
  at Ouazzt is beyond him . 
  If quest ioned, both Human and Vrusk are 
  very friendly and attribute the current 
  disturbances to extremists on both sides. 
  Most Humans and Vrusk are happy with 
  life on Kraatar and only w ish to be left in 
  peace . If the PCs persist, the Vrusk 
  suggests that they check out starport rec-
  ords, where all landings are catalogu ed. 
  The Starport Technicians 
  A visit to the starport allows th e PCs to 
  speak to the Vrusk technicians respon-
  sible for space traffic control and landings . 
  The technicians have no records of any 
  authorised or unauthor ised landings out-
  side of the starport. A look at the normal 
  computer records shows the same . How-
  ever . a computer specialist can discover 
  more (see Computers: Ouazzt's Depres-
  sion - Pull-out Sheets VI & VII) . 
  DAY 4. The Tail 
  The PCs notice a male Human (average 
  abilities - see AD p59) follow ing them . If 
  approached , the man flees , and if chased , 
  defends himself with his knife (level 2 
  Melee weapons - M 43%). ff reduced to 20 
  or fewer Stamina points , he surrenders . 
  Initially he lies to the PCs, but if threat -
  ened, expla ins that he lives in Jeds is and 
  was paid by a Yazirian to follow the 
  characters . He is given 20 Cr a day, and 
  every evening he receives a holo-vision 
  call at a public booth in Jedsis . The 
  picture is always blank , and he simply has 
  to report on what the PCs have been 
  doing that day. Payment is by a cash drop, 
  the locat ion is always different and is 
  described to him by the mystery voice . 
  The thug has been hired by Gorboz to 
  watch the PCs. If th e PCs are at the holo-
  vision booth when Gorboz calls, they can 
  recognise its voice by making an Intuit ion 
  check at -20%. At the first sign that 
  something is wrong, Gorboz hangs up. 
  The next day, Sikriie the Yazirian attempts 
  to place an electronic bug on one of the 
  
  KRAATAR SYSTEM BRIEF 
  SYSTEM NAME: 
  Tristkar 
  CONFIGURATION : sunlike star 
  COLOUR : orange yellow 
  NO. OF PLANETS : 4 
  Denzart - unihabitable, scorched 
  Kraatar - inhabited planet 
  Shridkai Belt - asteroid belt 
  Tridar - gas giant with many moons 
  PLANETARY DATA 
  NAME : Kraatar 
  TYPE : Habitable 
  GRAVITY : 0.6 
  ORBIT RANGE : Close 
  DAY : 18 hours 
  LENGTH OF YEAR : 272 local days 
  (68-day seasons, affecting ave. temp -
  erature by +/ -10°C) 
  AVE. TEMPERATURE
  : Temperate 
  zone: 20°C (day = 30°; night = 10°); 
  Equatorial 
  zone: 30°C (day = 50°; 
  night= 10°) 
  INCLINATION : 20° 
  DIAMETER : 9800km 
  % WATER : 20% 
  ATMOSPHERE : Thin (see below) 
  POPULATION : Medium (60% Human; 
  38% Vrusk ; 1 % Dralasite ; 1 % Yaziria n) 
  SATELLITES : 2 moons (see below) 
  TRADE : Farming, electronics, 
  metal 
  extraction and glassware 
  SATELLITE DATA 
  NAME : 
  Tivalla 
  ORBIT RANGE : Close 
  ATMOSPHERE : None 
  GRAVITY : 
  0.2 
  DIAMETER : 
  1 200km 
  % WATER : 
  0 
  Setarz 
  Far 
  None 
  Negligible 
  120km 
  0 
  Kraatar is a small, mountainous world 
  first settled by Human colonists from 
  White Light 200 years ago. The planet lies 
  in a close orbit to the star Tristkar and has 
  a thin atmosphere. Water covers only 
  20% of the planet and there is very little 
  cloud cover . Being near the inner edge of 
  the system's life zone, Kraatar receives 
  large amounts of stellar radiation and 
  temperatures at the equator range from 0 
  to 60°C . As a result , deserts occupy most 
  of the equatorial zone of the planet. 
  The majority of Kraatar is covered by high 
  altitude 
  deserts and jagged mountain 
  ranges rising up to heights of 10,000 
  meters. The atmosphere in the mountains 
  is too thin to breathe without the aid of 
  breathing apparatus (see New Equip-
  ment - Pull-out Sheet VIII), but numerous 
  "flatlands" 
  exist around the planet, many 
  of which are below sea level. These areas 
  are very fertile and, more importantly, the 
  atmosphere here is sufficiently dense to 
  allow PC races to breathe w ithout assis-
  tance. However, the air is not as dense as 
  most PCs are used to, and characters 
  attempting 
  any strenuous activity (e.g. 
  running, climbing or fighting) will lose 1 
  point of Stamina every 10 minutes . When 
  a character's 
  Stamina 
  reaches zero, 
  he/she will fall unconcious for 1d10+10 
  turns. For each turn of rest, characters 
  regain 
  1 point of Stamina, 
  although 
  Stamina lost through wounds , poisons , 
  etc. must be recovered in the normal way. 
  Natives of Kraatar are not subject to these 
  effects, but they cannot function in the 
  mountains without breathing apparatus, 
  where 
  unprotected 
  characters 
  lose 1 
  point of Stamina per turn until dead. 
  DIAGRAM 
  ONE 
  THE TRISTKAR 
  5lr'STEM 
  NOT TO SCAL.f. 
  0 
  DEN1ART 
  SHRIDKAI 
  BELT 
  HISTORY OF KRAATAR 
  The first 
  Human colonists 
  landed at 
  Gozzorf, on the shores of the Yatiz Sea. 
  Soon small communities 
  were estab-
  lished here , at Quazzt's Depression and 
  in the other flatlands . Searches wer e 
  made in the planet's mountains for heavy 
  metals, but no rich deposits were ever 
  found , and only a few iron and copper 
  mines were established . 
  Isolated in their communities many of the 
  colonists took to a quiet life, tilling the 
  land for crops and herding a few imported 
  animals . As the years passed, the col-
  onists lost many of their technological 
  skills, and as machinery wore out, they 
  were unable to replace it. Gradually they 
  were reduced to a simple, self-sufficient 
  existence where high technology was a 
  thing of the past. 
  ENTER THE VRUSK 
  Few ships visited Kraatar until 80 years 
  ago, when a Vrusk trade ship landed at 
  Gozzorf. After a hesitant meeting, the two 
  races struck up a rapport and the Vrusk 
  traded technological hardware for agri-
  cultural produce. The Vrusk soon left 
  Kraatar, only to return later with more 
  machinery to trade with the Humans . 
  Equipped with the latest in farm mach-
  inery, the Humans were able to increase 
  production , and buy more Vrusk goods. 
  Soon more Vrusk ships arrived at Kraatar. 
  Many came to trade, but others brought 
  settlers 
  and with 
  them Vrusk trade 
  houses eager for new markets . The trade 
  houses began to establish manufacturing 
  plants and to conduct comprehensive 
  surveys of the planet . This research 
  revealed that the sands of Kraatar's 
  ~ 
  TR\DM~ 
  deserts could provide an ideal source of 
  silicon for computer manufacture, as well 
  as producing some of the most beautiful 
  glass ever seen by Vrusk . If cut and 
  polished, 
  the glass scintillates 
  and 
  sparkles with 
  all the colours of the 
  rainbow. Soon Kraatar glassware was 
  sought by Vrusk art lovers all over the 
  Frontier, and rapidly became one of Kraa-
  tar's major exports. At the same time, the 
  two seas were discovered to be rich in 
  mineral deposits . As news of these finds 
  spread , more Vrusk trade houses came to 
  Kraatar to exploit its new found wealth . 
  In the early years, both races benefited 
  from these developments . The Humans 
  were supplied with much needed tech -
  nology, and the Vrusk had markets both 
  on and off planet with which to enrich 
  themselves. 
  The Vrusk trade houses 
  established hospitals and a university at 
  July 1985 TSR Inc .. All Rights Reserved 
  PULL-OUT SHEET I (Kraatar System Brief / History of Kraatar) 
  
  Gozzorf. They discovered the remains of 
  the original Human settlers' ship, and set 
  about restoring 
  it. It would never fly 
  again, but it was lovingly rebuilt by the 
  Vrusk with a museum around itto honour 
  the Humans on Kraatar and to display 
  Vrusk art collections. 
  THE DISPOSSESSED 
  As more farm machinery became avail-
  able, fewer Humans were needed to work 
  the land, freeing them for other activities. 
  Many of them journeyed to the new Vrusk 
  towns and cities where they found employ-
  ment in the Vrusk electronics, glass and 
  metal-extraction 
  factories. Many others 
  found work building the monorail which 
  now circles the planet. 
  It was in the factories that dissension first 
  grew among the Humans . As the Vrusk 
  became more established, more of their 
  racial beliefs were introduced . To a Vrusk 
  it is second nature to allow a trade house 
  to determine one 's life but. to many of the 
  Humans of Kraatar, this was abhorrent. 
  Used to a pastoral existence, with order 
  imposed only by the seasons, many 
  Humans refused to accept the full rami-
  fications of Vrusk society. Dissatisfaction 
  was first shown in a desire to return to the 
  land, but Vrusk technology had changed 
  the world. Now one machine could easily 
  do the work of over a hundred labourers. 
  A return to the old farming techniques 
  was impossible, for Humans now relied 
  heavily on Vrusk technology to maintain 
  their farf!!S and standard of living . 
  Unable to return to the farms. most 
  Humans have now adjusted to their new 
  I ives and accept the presence of the Vrusk 
  as employers; but attempts to impose 
  Vrusk beliefs have not been very success-
  fu I. Few Humans have adopted Vrusk 
  company names, and attempts by Vrusk 
  executives to instil in Humans the Vrusk 
  sense of belonging to a trade house have 
  met with little success . 
  VRUSK ATTITUDES 
  Many Vrusk executives are confused by 
  these reactions; they see the situation as 
  one of mutual interdependence 
  -
  the 
  good of the trade house is the good of all, 
  Humans and Vrusk alike . The trade 
  houses offer medical, educational and 
  recreational facilities to both their Vrusk 
  and Human workers. Surely this is the 
  road to harmony and prosperity for all? 
  Yet many Humans insist on moving from 
  one trade house to another, requiring 
  new housing and causing disruptions in 
  daily life and production . 
  To help with this clash of cultures, many 
  Vrusk 
  trade 
  houses 
  have employed 
  Human advisors in an attempt to sort out 
  the problems as equitably as possible . For 
  years it looked as though this approach 
  was working; Vrusk and Humans began 
  to work closely together and all benefited. 
  THE FREEDOM FIGHTERS 
  However, some Humans were determined 
  to stop their fellows becoming ever more 
  Vrusk-like, and 30 years ago the Kraatar 
  Liberation Corps was secretly founded by 
  Jack Leg range and David Dever (see Pull-
  out Sheets Ill & V). 
  The Kraatar Liberation Corps (KLC) is 
  dedicated to freeing Kraatar from Vrusk 
  domination . It is an underground organis-
  ation which has been responsible for 
  numerous attacks on Vrusk factories and 
  installations. 
  Until 3 years ago these 
  attacks were small scale, but now Le-
  grange is secretly supplying arms to the 
  KLC and it has recently been able to stage 
  a number of major attacks. A raid on a 
  glass factory left eight Vrusk dead and 
  disrupted production for 3 weeks. Another 
  attack at the starport resulted in the 
  destruction of a shuttle and the loss of 
  seven Vrusk and 12 Human lives. 
  THE COMMERCIAL COUNCIL 
  The group of Vrusk executives who form 
  the Commercial Council are currently 
  monitoring 
  the situation, hoping for a 
  return to harmony and a stabilisation of 
  life on Kraatar. 
  The situation is very tense . Many Vrusk 
  do not wish it to get any worse and hope 
  that harmony will restore itself. Vist'Lat 
  trade house is, however, intent on exacer-
  bating the situation by cutting the wages 
  of its human workers and by economically 
  squeezing other Vrusk trade houses (see 
  Major Trade Houses - below) . All trade 
  houses have increased their level of 
  security and Ral'lk 'Ka (the trade house 
  specialising in security) is doing booming 
  business. Acting under Vist'Lat instruc-
  tions, Ral'lk'Ka has even carried out 
  reprisals against some farms believed to 
  harbour KLC members. 
  MAJOR TRADE HOUSES 
  With the exception of Vist'Lat, the various 
  Vrusk trade houses on Kraatar all have a 
  specific area of interest: 
  Adq'Bizz (AB) - metal extraction 
  and 
  refinement. 
  PULL-OUT SHEET II (History of Kraatar) 
  Clic' Aqat (CA) - glass mai:iufacture and 
  export . 
  Gst'Gar'St (GGS) - electronics and com-
  puter manufacture. 
  Ral'lk'Ka (RIK) - security 
  and police 
  functions. RIK personnel are contracted 
  by the Commercial 
  Council to act as 
  Kraatar's police force . They are also hired 
  by individual trade houses as security 
  forces against terrorist attacks . With the 
  recent increase in KLC activity, business 
  for RIK is booming . 
  Sik'Triksta (ST) - General: controls all 
  transport services on Kraatar including 
  the monorail and the hire or sale of 
  ground vehicles. ST used to own the 
  starport but 6 months ago, it was bought 
  out by Vist'Lat. 
  Inside Information : ST had borrowed 
  money from Vist'Lat for expansions to the 
  starport 
  and to the monorail, 
  but it 
  foreclosed the loan and siezed the major -
  ity of ST's assets. Following negotiations. 
  VL bought the starport outright from ST. 
  Vist'Lat (VL) - General: main company 
  involved in finance and off-world trading. 
  VL is expanding, and has recently bought 
  the starport from Sik'Triksta . 
  Inside Information: By controlling the 
  starport, VL effectively controls Kraatar's 
  contact with other planets. It has begun to 
  charge the other trade houses astronomic 
  amounts for warehousing 
  and goods-
  carrying. This has placed the other trade 
  houses (with the exception of RIK) who 
  rely on off-world 
  trade, in financial 
  difficulty . Attempts by the trade houses to 
  decrease labour costs has led to unrest 
  among Kraatar's Human workforce. VL 
  itself, employs Humans as cheap labour, 
  paying them barely enough to survive. 
  Referee only: Through a complex network 
  of finance and holding companies. Vist' 
  Lat is actually owned by Jack Lagrange. 
  The top executives 
  are controlled 
  by 
  Lagrange 's brain implants, and believe 
  the trade house to be owned by several 
  off-world 
  companies (see Diagram 3 -
  module folder). Attempts 
  to trace the 
  lines of ownership will eventually come 
  to a dead-end at the dotted line on the 
  diagram, since these companies are all 
  registered 
  on Triad (Cassidine) where 
  information on company ownership is not 
  available . 
  Lagrange is using Vist'Lat to foment 
  unrest on Kraatar . By manipulating VL, 
  he hopes to increase tension on the 
  planet even more, allowing him to "rise 
  from the dead" and destroy the Vrusk. 
  0 July 1985 TSR Inc .. All Rights Reserved 
  
  NPCS 
  JACK LEGRANGE 
  REAL NAME: CUITRISS MAN BELA 
  RACE : Human 
  STR/STA 
  *48(96)/52 
  DEX/ RS 
  50/*50(75) 
  INT /LOG 
  65/ 65 
  PER/LDR 
  70/ 72 
  PS 
  15 
  IM 
  8 
  RW 45% 
  M 
  88% 
  • Apparent abilities, figures in brackets refer to 
  enhanced bionic abilities . 
  Bionic Abilities : as an expert in bio-engin-
  eering Legrange has supervised extensive 
  alterations 
  to his form . His skeleton is en-
  hanced with the equivalent of an internal 
  exoskeleton (AD - p48). Lagrange also has a 
  tight -beam computer link implanted in his 
  brain, which allows him to communicate with 
  all computers on Artemis Base (page 21 ). 
  SKILLS (PSA - BIOSOCIAL): 
  Enviromental 1, Beam weapons 2, Martial arts 
  2, Technician 3, Computer 4, Pyscho-social 4, 
  Medical 6, Robotics 6, 
  Weapons : Laser pistol (Power beltpack 50 
  SEU). 
  Defences : Albedo screen, A-S implant . 
  Lagrange and the KLC 
  Jack Leg range was born at his parents' farm in 
  the Quazzt's Depression on Kraatar 60 years 
  ago. His early life was spent working on the 
  farm, but at the age of 18 he entered the 
  hospital in Gozzorf as a medical student . It was 
  here that he first became involved in anti -
  Vrusk activities and, along with David Dever 
  (see Pull-out Sheet V), founded the Kraatar 
  Liberation Corps (see Kraatar Liberation Corps 
  - Pull-out Sheets II & V) . For 8 years he 
  studied at the hospital, and secretly organised 
  attacks on Vrusk 
  installations 
  and trade 
  houses. He was forced to flee Kraatar after the 
  RIK (see Pull-out 
  Sheet II) raided a KLC 
  meeting at the hospital. Lagrange escaped to 
  the starport and boarded a starship but most of 
  his fellow 
  conspirators 
  were caught and 
  imprisoned . 
  After fleeing 
  Kraatar, Lagrange wandered 
  around the Frontier taking any work he could 
  find . A successful 
  prospecting 
  expedition 
  provided him with enough money to establish 
  Trojan Enterprises . Since its foundation, Trojan 
  Enterprises has expanded rapidly , with Le-
  grange's work on bio-engineering and cyber -
  netics being in great demand . His recent 
  advances in the technique of limb and organ 
  regeneration 
  have earned 
  him science 's 
  highest award, the Fulbourn-McCoy prize. 
  No-one suspects that Lagrange is involved 
  w ith the KLC. In fact, he is supplying weapons 
  to them and financing their activities. Eight 
  years ago, he established the High Peaks 
  Sanatorium (see page 17) on Kraatar as a front 
  for the KLC. The clinic provides pyschiatric and 
  physical therapy to over-worked Vrusk . All 
  Vrusk who enter the clinic for treatment, 
  undergo a "minor" operation, under the cover 
  of stress-alleviation therapy . During the oper-
  ation a control device is implanted in their 
  brains. The device affects neural impulses and 
  t= July 1985 TSR Inc., All Rights Reserved 
  enables a creature's 
  brain to be pre-pro-
  grammed to carry out certain tasks (see The 
  Implant - Pull-out Sheet VIII) . 
  Description : Lagrange seems very rational 
  and has a distinguished appearance . However , 
  he is deranged . His hatred forVrusk colours all 
  his thinking and he has only one aim in mind 
  -
  the complete eradication of all Vrusk from 
  Kraatar . 
  The Fumiga Virus: Lagrange discovered a 
  deadly virus which appears to attect only 
  Vrusk ., killing all who come into contact with it 
  with in 6 hours . He intends to release this into 
  Kraatar's upper atmosphere, but, unknown to 
  Lagrange, the virus will mutate into an even 
  more deadly strain . This new strain will kill not 
  only Humans, but most other life forms on the 
  planet. turning Kraatar into a world devoid of 
  life in a week. 
  CHARLETTA KOMITZ - Reporter 
  RACE: Human (female) 
  STR / STA 
  48/ 45 
  DEX / RS 
  50/ 50 
  INT /LOG 
  75/ 70 
  PER/LOR 
  60/ 60 
  SKILLS (PSA - BIOSOCIAL): 
  PS 
  3 
  IM 
  5 
  RW 25% 
  M 
  45% 
  Computer 1, Martial arts 2, Environmental 2, 
  Psycho-Social 3. 
  Weapons: Needler pistol (3 clips of anmsthetic 
  needles) 
  Description : Charlette is the pol itica I editor for 
  Pan-Galactic Holo-News (PGHN). She suspects 
  (falsely) an illegal connection between Jack 
  Lagrange and the trustees of the Fulbourn-
  McCoy prize, and is very keen to interview him 
  on the subject . Having heard Lagrange's 
  speech at the awards ceremony she is also 
  anxious to investigate his activities on Kraatar . 
  She has contacted the PCs to hire them to 
  provide protection from Lagrange's bodyguards 
  and to make undercover enquiries on Kraatar . 
  She arranges for the PCs to accompany her to 
  Kraatar, but on arrival, Charletta is gunned 
  down in the cross-fire that follows Trans / 
  Lagrange's assassination (see page 6). The 
  PCs can still claim their "fee" by handing the 
  tape of the interview to any PGHN ottice . 
  TROY TRANS 
  RACE: Human (male) 
  STR/STA 
  48/ 52 
  DEX/RS 
  50/ 50 
  INT/LOG 
  65/ 65 
  PER/ LDR 
  70/ 72 
  SKILLS (PSA - TECHNOLOGICAL): 
  PS 
  IM 
  3 
  5 
  Medic 2, Robotics 3, Technician 3, Computer 4. 
  Deacription : Troy Trans is a Trojan Enterprise 
  employee who has been surgically altered to 
  look exactly like Jack Lagrange. Troy believes 
  he is being sent to Kraatar as a decoy, while 
  Jack Leg range makes a secret business trip to 
  Madderly 's Star . He has no idea what interests 
  Lagrange might have in Madderly 's Star . He 
  has been carefully briefed in his role , and to all 
  but Lagrange 's closest 
  associates, 
  he is 
  indistinguishable from his employer . 
  Unknown to Trans, he is being sent to his 
  death . On leaving the starship at Kraatar he 
  will be assassinated by a Vrusk controlled via 
  an implant (see page 6). 
  LEGRANGE'S 2 BODYGUARDS 
  RACE : Human 
  STR/STA 
  DEX / RS 
  INT / LOG 
  PER/LOR 
  61 / 60 
  62/ 60 
  60/ 50 
  40 / 40 
  SKILLS (PSA - MILITARY): 
  PS 
  4 
  IM 
  6 
  RW 71% 
  M 
  81% 
  Beam weapons 2, Thrown weapons 2, Pro-
  jectile weapons 4, Martial arts 5. 
  Weapons: Automatic pistol (8 bulletclips) and 
  three doze grenades each, carried at all 
  times -
  agreed by special arrangement 
  with the Golden Dawn 's Captain . 
  Defences : A-S implant , Civilian skeinsuit, 
  Albedo screen, Power beltpack (50 SEU). 
  Description : Trans / Legrange 's bodyguards 
  Gert and Savanova are ex-military personnel 
  and have worked for Lagrange for 6 years. 
  They are totally loyal and are unaware that it is 
  not Lagrange they are protecting on this trip . 
  Gert and Savanova are quiet and radiate an 
  aura of controlled violence . They never engage 
  in general conversation , speaking only to 
  answer questions or to administer a warning . 
  Unless Trans / Lagrange permits it, they allow 
  no one near him . A verbal warning is given and 
  if this is ignored, they use their martial arts 
  skills to reinforce their point. 
  TWO VRUSK EXECUTIVES 
  RACE : Controlled Vrusk (male) 
  STR/STA 
  40/ 40 
  PS 
  2 
  DEX/RS 
  60/ 55 
  IM 
  6 
  INT / LOG 
  60 / 60 
  RW 50% 
  PER/LOR 
  60 / 60 
  MW 30% 
  Special Abilities : Comprehension 30% 
  SKILLS (PSA - BIOSOCIAL): 
  Computer 1, Enviromental 1, Beam weapons 
  2, Pyscho-social 3. 
  Weapons: None carried (see below) 
  Description : These Vrusk are executives of 
  Clic'Aqat a major trade house involved in glass 
  manufacture (see History of Kraatar/Major 
  Trade Houses - Pull-out Sheets 1-11). They are 
  on their way back to Kraatar after trade talks on 
  a number of planets . 
  During a stay at the High Peaks Sanatorium, 
  under the pretext of 'stress -alleviat ion therapy ' 
  they were fitted 
  with 
  Lagrange's 
  control 
  devices. During the voyage they never stay in 
  the same area as Trans / Lagrange, preferring 
  to leave the bar or lounge whenever he enters . 
  They also remain aloof from the characters, 
  speaking only to Vrusk PCs and avoiding the 
  others whenever 
  possible . If successfully 
  approached and questioned about Lagrange 's 
  PULL-OUT SHEET Ill (NPCs) 
  
  views regarding Vrusk they express concern 
  and say that no good can come from it. For 
  them. Kraatar is a quiet peaceful planet, where 
  Vrusk and Humans live in harmony and mutual 
  dependence; 
  all Legrange will succeed in 
  doing is stirring up bad feeling and damaging 
  Kraatar society. 
  On arrival at Kraatar, the two Vrusk are to 
  provide the back-up to the two assassins 
  waiting at the starport. They w ill be compelled 
  by their implants to kill Trans / Legrange (see 
  Laser Blast - page 6), and forth is purpose they 
  arm themselves with their weapons from the 
  ship 's cargo hold (see page 5). 
  THE TWO ASSASSINS 
  RACE : Controlled Vrusk (1 Female/1 Male) 
  STR/ STA 
  60/60 
  PS 
  3 
  DEX / RS 
  60/60 
  IM 
  6 
  INT /LOG 
  50/45 
  RW 60% 
  PER/LOR 
  45 / 45 
  M 
  50% 
  Special Abilities: Comprehension 1 5% 
  SKILLS (PSA - MILITARY) : 
  Martial arts 2, Melee weapons 2, Thrown 
  weapons 2, Beam weapons 3. 
  Weapons: Female - Laser rifle, two Power 
  beltpacks (50 SEU each) . 
  Male - Laser pistol , Power beltpack (50 SEU). 
  Defences : Civilian 
  skeinsuits 
  (50 damage 
  points), A -S implant, Albedo screen . 
  Description : The assassins are two ex-RIK 
  personnel who visited the High Peaks Sana -
  torium 2 years ago. Three months ago, whi le 
  searching for KLC activists , they went missing 
  (presumed dead). They had in fact had their 
  programming activated and have since been 
  living in Jedsis , waiting for the final command . 
  Driving into the starport, it was a simple matter 
  to pass the checkpoints 
  using their RIK ID 
  cards. take up position and wait for Leg range to 
  leave the Golden Dawn . 
  After killing Trans / Lagrange they attempt to 
  flee in their ground car. 
  RAL'IK'KA ZZIK'TI 
  RACE : Vrusk (male) 
  STR / STA 
  60/55 
  PS 
  3 
  DEX / RS 
  55 / 60 
  IM 
  6 
  INT/ LOG 
  80/70 
  RW 68% 
  PER/ LOR 
  75/75 
  M 
  60% 
  Special Abilities: Comprehension 30% 
  SKILLS (PSA - MILITARY) : 
  Melee weapons 2, Thrown weapons 2. Martial 
  arts 3, Pyscho-social 3, Beam weapons 4. 
  Weapons: Laser pistol, Power beltpack (50 
  SEU) 
  Defences: Albedo suit , Inertia screen , A -S 
  implant 
  Description : Ral'lk 'Ka Zzik'Ti is a high -ranking 
  RIK official charged with the protect ion of the 
  starport . Zzik'Ti is totally loyal to his trade 
  house but distrusts 
  Vist'Lat's 
  motives and 
  methods . He views their policies on Human 
  and Vrusk affairs with great suspicion . In the 
  wake of Trans / Lagrange's death Zzik'T i sus-
  pects Vist'Lat of being responsible. To help 
  gain information, 
  he will employ the PCs to 
  PULL-OUT SHEET IV (NPCs) 
  investigate for him . Unlike other RIK Vrusk. 
  who see great opportunities 
  in the current 
  unrest for RIK expansion, Zzik'Ti wishes to see 
  an end to hostilities . 
  Zzik'Ti can provide little direct help to the PCs, 
  but he will intervene on their behalf if they are 
  arrested or otherwise run foul of RIK. Initially , 
  he will view the PCs with some suspicion , but 
  will later become more friendly . He can provide 
  some advice and assistance . For example, 
  unlimited access time to one of the starport 
  computer terminals. 
  If the PCs search the High Peaks Sanatorium 
  (see page 17), they may decide to contact RIK 
  Zzik'Ti to inform him of the situation and to 
  request aid. Zzik'T i requests that any pertinent 
  data regarding the planned KLC insurrection 
  be sent through the datagr id to him . Zzik'Ti 
  then urges an attack on Artemis Base as soon 
  as possible, but unfortunately he cannot offer 
  any aid, because of the Vist 'Lat blockade of the 
  starport (see The Blockade - page 21 ). 
  SIK'TRIKSTA SA'SHR'IT'REZZ 
  RACE : Vrusk (female) 
  STR / STA 
  30 / 35 
  (wounded value= 2) 
  DEX/RS 
  60 / 70 
  INT / LOG 
  50/ 50 
  PER/ LOR 
  40 / 40 
  PS 
  IM 
  RW 
  M 
  Special Abilities: Comprehension 1 7% 
  SKILLS (PSA - TECHNOLOGICAL) : 
  Computer 1, Technician 6 
  2 
  7 
  30% 
  30% 
  Description : Sik'Tr iksta Sa'Shr'lt'Rezzworked 
  for Sik'Triksta as pilot of a shuttle to the mining 
  colony on Tivalla. the closer of Kraatar 's two 
  moons . Following the destruction of the colony 
  in an unexplained 
  explosion, Sa'Shr'lt'Rezz 
  has been grounded . At some point in the future 
  she is expecting to be given a job on the 
  monorail. Even if the mine were re-established , 
  the job of shuttle pilot is likely to be given to a 
  Vist 'Lat employee , since , following the take-
  over of the starport by Vist'Lat, her shuttle now 
  belongs to them . On Day 4 (see Events - page 
  12), she will take up her new post as a monorail 
  technician and leave Gozzorf. 
  Sa'Shr'lt'Rezz lives in a flat in Fioust . When 
  encountered 
  and befriended 
  by th e party, 
  Sa'Shr'lt'Rezz can prov ide the following infor-
  mation on the moonbase : 
  The colony was run by 12 Vrusk and six 
  Humans, assisted by 20 mining and main-
  tenance robots . She delivered a load of 
  supplies to the base the same day that it 
  was destroyed , and was 
  surprised 
  to 
  discover that all the Vrusk staff had been 
  struck down by a mysterious virus . More -
  over , as she was leaving the base, she saw 
  a small vessel approach from the dark side 
  of the moon . Only an hour later the base 
  exploded . She has made a report of this to 
  both Sik'Triksta and Vist'Lat. 
  Later in the adventure
  , Sa 'Shr 'lt'Rezz is 
  encountered 
  at the High Peaks Sanatorium 
  where she has been taken because of her 
  connection 
  with the PCs. David Dever has 
  been interrogating her in order to find out just 
  how much the party knows . She can fly the 
  KLC shuttle to Artemis Base (see page 20). 
  GORBOZ 
  RACE : Dralasite 
  STR/ STA 
  55/ 65 
  DEX / RS 
  52/ 50 
  INT /L OG 
  60 / 60 
  PER/ LOR 
  55/ 55 
  PS 
  3 
  IM 
  5 
  RW 46% 
  M 
  48% 
  Special Abilities: Elasticity 
  - 5 limbs ; Lie 
  Detection 20%. 
  SKILLS (PSA - BIOSOCIAL) : 
  Melee weapons 
  2, Projectile 
  weapons 
  2, 
  Pyscho -social 3, Medical 5. 
  Weapons: 2 Automatic pistols concealed under 
  a large, voluminous kaftan . 
  Defences : Albedo suit, Inertia screen , A-S 
  implant, Power beltpack (50 SEU) 
  Description : Being grossly overweight , Gorboz 
  waddles rather than walks on its three legs. 
  Gorboz has a dislike for Vrusk and is fond of 
  telling Vruskjokes. such as "What was the last 
  thing that went through the Vrusk's mind as it 
  hit the ground? .... .lts taill " The Dralasite 's 
  puns are even worse. 
  Gorboz works under orders from David Dever 
  (see below) at the High Peaks Sanator ium . The 
  Dralasite does not know that the assassinated 
  Lagrange was an impostor , nor does it know 
  about 
  the planned 
  miss ile strike . Gorboz 
  always uses an alias . 
  In an emergency he can call on the aid of a KLC 
  commando team (see Pull-out Sheet V). 
  SIKRIIE 
  RACE : Yazirian (male) 
  STR / STA 
  65 / 60 
  PS 
  4 
  DEX / RS 
  55/ 55 
  IM 
  6 
  INT /LOG 
  35 / 35 
  RW 48% 
  PER/ LOR 
  30 / 30 
  M 
  83% 
  Special Abilities: Bania rage 25%, Gliding . 
  SKILLS (PSA - MILITARY) : 
  Beam weapons 
  2, Technician 
  2, Melee 
  weapons 5. 
  Weapons: Sonic sword, Vibroknife 
  Defences : Civilian skeinsuit, Albedo screen, 
  Power beltpack (50 SEU). 
  Description : Sikriie 
  is a not very bright 
  Yazirian who takes great pleasure in hurting 
  creatures. He is totally loyal to Gorboz (Gorboz 
  once saved his life) and follows 
  its orders 
  w ithout question . 
  DAVID DEVER - alias Dr. Martin Boot 
  RACE : Human (male) 
  STR/ STA 
  60 / 68 
  DEX / RS 
  62/60 
  INT /L OG 
  70 / 65 
  PER/ LOR 
  75/75 
  SKILLS (PSA - BIOSOCIAL) : 
  PS 
  3 
  IM 
  6 
  RW 61% 
  M 
  51% 
  Enviromental 
  2 . Mart ial arts 2, Thrown 
  weapons 2, Beam weapons 3, Psycho-Social 
  3, Medical 5. 
  Weapons: Laser pistol, Power beltpack (50 
  SEU). 
  Defences : A -S implant, Albedo suit and Inertia 
  screen . 
  C Ju ly 1985 TSR Inc., All Rights Reserved 
  
  Description : David Dever is a tall swarthy 
  individual. He founded the KLC along with Jack 
  Lagrange . When RIK personnel raided the 
  hospital from which he and Legrange were 
  organising KLC activities Dever was caught, 
  but Lagrange managed to escape offworld . 
  Dever escaped from prison ten years ago and 
  again began organising KLC activities . After 
  reestablishing contact with Legrange, Dever 
  established the High Peaks Sanatorium funded 
  by Legr11nge. From the sanatorium, Dever has 
  been organising KLC forces ready for their 
  ultimate takeover of the planet. 
  Dever, although intensely disliking the Vrusk, 
  does not share Legrange·s insane hatred for 
  them. He has doubts about the planned missile 
  strike, but views it as a means of saving many 
  KLC lives . He is aware of the PC's involvement, 
  but does not know who they are working for . 
  TYPICAL RIK FORCE 
  RACE : Vrusk 
  STR/STA 
  DEX/RS 
  INT/LOG 
  PER/LOR 
  60/60 
  60/ 60 
  50/ 45 
  45/ 45 
  PS 
  3 
  IM 
  6 
  RW 60% 
  M 
  50% 
  Special Abilities : Comprehension 15% 
  SKILLS (PSA - MILITARY): 
  Martial arts 2, Melee weapons 2, Thrown 
  weapons 
  2, Beam weapons 3 or Gyrojet 
  weapons 3 (see below) . 
  Weapons : see below 
  Defences : Military skeinsuit or Albedo suit, 
  Albedo or Inertia screens . {Other screens are 
  available for specific missions , but the above 
  are the general configurations used). 
  Description : RIK security forces contain two 
  distinct types of personnel -
  those trained in 
  beam weapons and those in gyrojet weapons . 
  In combat situations , beam weapons special-
  ists are equipped with laser rifles, vibro knives 
  and grenades . Support weapons are provided 
  in the form of heavy lasers and sonic deva-
  stators . Gyrojet specialists carry gyrojet rifles, 
  vibro knives and grenades. Support weapons 
  take the form of rocket launchers . 
  For police duties on Kraatar, beam specialists 
  are issued with sonic stunners, doze and 
  tangier 
  grenades. 
  Gyrojet specialists 
  use 
  grenade rifles firing a mix of doze and tangier 
  grenades . Both types of personnel 
  carry 
  stunsticks . If the situation warrants it, troops 
  are issued with power backpacks and belt -
  packs. For police duties they have power 
  beltpacks only. 
  Encountering RIK Personnel 
  RIK personnel functioning in a police capacity 
  will resort to violence only as a last resort . 
  Where possible they will use tact in their 
  dealings with the public and offworlders . 
  KLC ORGANISATION 
  The KLC is loosely organised ; most members 
  work on farms or in trade house factories . It is 
  highly secret , and has members in most 
  communities . KLC central headquarters are at 
  the High Peaks Sanatorium {see page 17), 
  where David Dever orchestrates the campaign 
  to " free" Kraatar. 
  c, July 1985 TSR Inc .. All Rights Reserved 
  TYPICAL KLC STATISTICS 
  RACE : Human 
  Explorers 
  Commandoes 
  Leaders 
  Support 
  STR/STA 
  DEX / RS 
  INT / LOG 
  PER/L OR 
  52/ 56 
  PS 3 
  50/ 54 
  IM 
  6 
  45 / 45 
  RW 45 
  45 / 45 
  M 
  46 
  55/ 60 
  PS 3 
  55/ 60 PS 3 
  52/ 56 IM 
  6 
  50/ 45 RW 56 
  55/ 60 M 
  58 
  45 / 45 PS 3 
  45/ 45 IM 
  5 
  50/ 55 RW 23 
  48 / 45 M 
  23 
  52/ 56 
  IM 
  6 
  48 / 45 
  RW 56 
  45 / 48 
  M 
  58 
  Full -time KLC members 
  are trained 
  and 
  equipped to fill a variety of roles , depending on 
  the situation . Those encountered 
  in this 
  adventure are either combat patrols {explorer 
  or commando) or support groups (computer 
  experts, technicians or medics). Only Humans 
  are used in patrols ; sex is indicated in all cases 
  by 'M' (male) or 'F' (female) . 
  Explorer patrols guard the secret KLC shuttle -
  pad near Quazzt's Depression {see page 20) 
  and ferry arms to other KLC members . 
  Commandoes are trained to attack Vrusk 
  installations and to disrupt production as much 
  as possible . They provide the guards at the 
  Sanatorium and on Artemis Base, and have 
  specialist 
  training 
  in other 
  fields 
  (see 
  Commando Skills - below) . 
  Support personnel are found both at the 
  Sanatorium and on Artemis Base. Depending 
  on their 
  function , they have one of the 
  following skills : Medical 5, Robotics 4, Tech-
  nician 4, or Computer 4. They have no 
  weapons skills . 
  KLC EXPLORER PATROLS 
  Active KLC teams are equipped with vehicles 
  (usually explorers) which may or may not be 
  armed depending on circumstances . Patrols 
  comprise six people, with various arms and 
  equipment. The commander of an explorer is 
  normally better armed and equipped than the 
  rest of the team . The three Explorer Patrols 
  below may be encountered by the PCs during 
  this adventure, and serve as a basis for 
  creating further patrols . Patrol members other 
  than the vehicle's commander are indicated by 
  number , with the gunner, if applicable, being 
  number 1. 
  SKILLS (PSA - MILITARY): 
  Melee weapons 2. Thrown weapons 2. Beam 
  weapons 2 or Projectile weapons 2 or Gyrojet 
  weapons 2 (depending on arms carried - see 
  below) . Commanders have weapons ski I Is of 3. 
  Weapons/ Defences: see below . 
  Vehicles 
  The explorers used by the KLC are standard 
  Frontier models {see AD p29) . They have three 
  entry / exit points : a small door at the right front 
  of the vehicle leading to the driver 's seat; a 
  large, double door at the back, allowing large 
  items to be loaded and unloaded ; and a small 
  hatchway in the centre of the roof allowing one 
  character to ride with the upper part of his or 
  her body outside the vehicle . The explorers can 
  carry two extra passengers on top if necessary . 
  Heavy weapons can be fitted to the roof hatch 
  of an explorer by means of a swivel mount. The 
  swivel mount fits around the roof hatch and 
  takes one technician an hour to install both it 
  and a heavy weapon . No more than one heavy 
  weapon can be mounted on an explorer. 
  All KLC explorers have air -tight hatches and 
  can be pressurised to allow the occupants to 
  breathe 
  normally when travelling 
  at high 
  altitudes . They also carry breathing apparatus 
  for use outside the vehicle , or when one or 
  more of the hatches are open. Add itional 
  oxygen tanks are carried , as well as a portable 
  compressor with which to refill them . 
  PATROL 1 (Rocket launcher & 6 rockets) : 
  Commander 
  (M) - Laser rifle , Vibroknife 
  (Beltpack 30 SEU and 4 Powerclips). Albedo 
  suit (40 points), Inertia screen 
  # 1 (F) - Gyrojet pistol (3 Jetclips), Military 
  skeinsuit (35 points) 
  #2-4 
  (M) 
  - Laser 
  pi stol (5 Powerclips), 
  Military skeinsuit (41 points) 
  #5 (F) - Automatic rifle (5 Bulletclips). Albedo 
  suit (20 points) . 
  PATROLS 2, 3 & 4 (Recoilless rifle & 8 shells) : 
  Commander (F) - Automatic 
  rifle (5 Bullet-
  clips), Civilian skeinsuit (50 points) , Inertia 
  screen {Beltpack 50 SEU), Sonic 
  sword , 
  Fragmentation grenade 
  # 1 (F) - Automatic pistol (4 Bulletclips), Military 
  skeinsuit (27 points) 
  #2-3 (F) - Laser rifles (4 Powerclips) , Albedo 
  suits (34 points) 
  #4-5 (M) - Automatic 
  rifles (4 Bulletclips) . 
  Military skeinsuit (19 points). 
  KLC COMMANDOES 
  SKILLS (PSA - MILITARY): 
  Commandoes are more formidable than ex-
  plorer patrols , being better equipped and better 
  trained . 
  Melee weapons 3, Thrown weapons 3, Beam 
  weapons 3 or Projectile weapons 3 or Gyrojet 
  weapons 3 (depending on arms carr ied - see 
  below) . 
  Each team also has the following skills (dis-
  tributed between the various members) : Com-
  puter 1, Computer 2, Demolitions 3, Medic 1. 
  Robotics 2, Technician 2. 
  A typical commando unit has the following 
  defences and weapons : 
  # 1 (M) - Automatic rifle (5 Bulletclips) , Frag-
  mentation grenade x2, Civilian skeinsuit, 
  Albedo screen (Beltpack 50 SEU). 
  112 (M) -
  Laser rifle, Smoke grenade x2. 
  Civilian skeinsuit , Albedo screen (Beltpack 
  50 SEU x2). 
  #3 (M) - Laser pistol, Civilian skeinsuit , Albedo 
  screen 
  (Beltpack 
  50 SEU) , Incendiary 
  grenade . 
  114-5 . (F) - Gyrojet rifle (3 Jetclips) , Albedo 
  suit, Inertia screen {Beltpack 50 SEU). 
  On Artem is Base. all guards are armed with 
  laser rifles (beltpack 50SEU), to obviate the 
  problems which recoil creates in zero-g . 
  PULL-OUT SHEET V (NPCs/RIKIKLC) 
  
  COMPUTERS 
  For simplicity, computers in this adventure are 
  divided into two distinct types -
  single and 
  datagrid . Single computers are those not 
  linked to another computer by some form of 
  interface . Computers holding a shop·s stock 
  records, or a computer onboard a starship are 
  single computers and data stored in them is 
  specific to their particular function . Oatagrid 
  computers on the other hand are linked into a 
  network which allows any computer to access 
  any other in the network . Both types of 
  computer may have numerous terminals. 
  The computers in Gozzorf starport and the 
  various Trade Houses on Kraatar are datagrid 
  computers, while those on the Golden Dawn , 
  at the High Peaks Sanatorium. on the KLC 
  shuttle and Artemis Base are single computers . 
  Datagrid computers are all considered to be 
  level 4 computers and contain a wide range of 
  programs. All programs (see AD p46), with the 
  exception of computer security programs, are 
  considered to be level 3, and available to all 
  computers . You may like to specify which 
  computers hold which programs, but this is not 
  necessary to the running of the adventure . 
  Characters will find it very difficult to bypass 
  security on datagrid computers as they will 
  only have access to a library terminal. In order 
  to bypass security the PCs will have to break 
  into the buildings where the main computers 
  are held, deal with any guards and then any 
  defences the computer may have. In the event 
  of a break-in, it will be necessary to determine 
  the exact flow of events for yourself . 
  ACCESSING DATABANKS 
  All entries are listed by alphabetical order of 
  subject . These are the general subjects to be 
  named by the PCs when attempting to access a 
  databank . You should read through all the 
  entries to familiarise yourself with the contents 
  before running the adventure . Players should 
  not be allowed to browse through these files, 
  they should only gain the information by using 
  the computer rules below . 
  General information (classified as ··public "), 
  such as data about Kraatar , Vrusk trade 
  houses, and NPCs can be accessed using an 
  operate computer skill. "Restricted" 
  inform-
  ation can only be acquired after the security 
  program on the computer has been defeated, 
  and a successful attempt to display information 
  has been made (see below) . Some subject 
  titles refer to both public and restricted data-
  banks, and in these cases the public in-
  formation is always given first . 
  PUBLIC DATABANKS 
  Data stored here is freely available to the 
  general public . It can be accessed from any 
  starport terminal or from library terminals all 
  over Kraatar . Public databank terminals are 
  very user friendly . When accessing the public 
  PULL-OUT SHEET VI (Computers) 
  databanks they are all treated as level 1 
  computers ; when attempting to access re-
  stricted files they revert to level 4 computers . 
  RESTRICTED DATABANKS 
  The information listed here is not available 
  through normal channels . Certain files can be 
  accessed from most terminals on Kraatar , 
  some are only stored in specific computers 
  (noted in the relevant cases). but all are 
  protected by security programs. 
  Unlike public databanks , restr icted data banks 
  are very specialised, only holding data per-
  taining to their funct ions . For example , the 
  starport computer holds data on ship move-
  ments within the system, landings etc .• while 
  the RIK computer is more concerned with 
  security operations and criminal records. 
  To access this data a successful operate 
  computer check must be made (remember that 
  for restricted data the computers are level 4), 
  fol lowed by a defeat security check (the level of 
  this program varies according to the computer 
  being accessed - see below) . If this succeeds, 
  a display information 
  roll will 
  reveal the 
  requested data. if it is present . If it is not held in 
  FILE IS AVAILABLE ON: 
  A 
  CA 
  CC 
  G 
  HPS 
  KLC 
  0 
  p 
  p 
  R3 
  R4 
  p 
  p 
  R3 
  p 
  p 
  p 
  R2 
  p 
  p 
  R4 
  R3 
  R4 
  R3 
  R4 
  p 
  p 
  R3 
  R4 
  p 
  p 
  p 
  ~3 
  p 
  p 
  R3 
  R4 
  p 
  p 
  p 
  p 
  p 
  p 
  p 
  p 
  p 
  p 
  p 
  p 
  p 
  p 
  R4 
  R3 
  R4 
  p 
  p 
  p 
  p 
  p 
  p 
  R3 
  R4 
  p 
  p 
  p 
  p 
  p 
  R3 
  R4 
  R3 
  R4 
  R3 
  R2 
  R3 
  p 
  p 
  p 
  the computer's databanks, there is no need to 
  make further defeat security checks, but a 
  display information check is required for each 
  piece of data . Note : Information on restricted 
  files is given in abbreviated form. 
  Remember that it is not enough to access the 
  databanks, the informatio n required must be 
  specified . The public databanks in particular 
  hold large amounts of information. and to read 
  all the information would take years. Specifying 
  the required data results in it being displayed 
  on the screen in the following format : 
  Data requested on: 
  PAN-GALACTIC HOLO-NEWS (PGHNi· 
  START DATA 
  PGHN is a Frontier-wide 
  news service . 
  Based on Madderly 's Star, it has offices 
  on most worlds . 
  END DATA 
  ABBREVIATIONS 
  Type of File: 
  P = Public; Rn = Restricted (n = level of 
  Computer Security Program) . 
  Specific Computers : 
  A = Any on Kraatar ; CA = Clic'Aqat; CC = 
  Commercial Council; G = Starport; HPS = 
  Sanatorium ; KLC = Artemis Base; 0 = Offworld; 
  RIK = Ral'lk 'Ka; VL = Vist'Lat 
  RIK 
  VL 
  R5 
  R5 
  R4 
  R4 
  FILE 
  NAME: 
  ABLEMAN 
  PROPERTIES 
  ARTEMIS BASE 
  ARTEMIS 
  RESEARCH 
  ASSASSINS OF LEGRANGE 
  COMMERCIAL 
  COUNCIL 
  CUITRISS MANBELA 
  ESTRONSA FINANCE (P) 
  ESTRONSA FINANCE (R) 
  EXCELSIOR 
  FUMIGA VIRUS 
  GANGREEL IND. 
  GROUNDSWEU 
  HIGH PEAKS SANATORIUM 
  HPS - LAYOUT/MAP 
  HPS - PATIENTS 
  HPS - STAFF 
  IMPLANTS 
  JACK LEGRANGE 
  KLC 
  KRAATAR 
  OMEGA HOLDINGS 
  PAN-GALACTIC 
  HOLO-NEWS 
  QUAZZT'S DEPRESSION 
  - LANDINGS 
  RAJNOT FINANCE INC. 
  SHOMTZ EXPLORATION 
  SHOMTZ MINING COLONY (P) 
  . SHOMTZ MINING COLONY (RI 
  STYSOR ARMS CO. 
  TROJAN 
  ENTERPRISES (P) 
  TROJAN 
  ENTERPRISES (R) 
  VIST'LAT 
  VIST'LAT TECHNICIAN 
  VRUSK EXECUTIVES 
  VRUSK TRADE HOUSES 
  O July 1985 TSR Inc .• All Rights Reserved 
  
  ABLEMAN PROPERTIES: 
  based at Triad (Cassidine). No further infor -
  mation available. 
  ARTEMIS BASE: 
  code name of secret KLC base on Setarz; 
  contains laboratories producing and testing 
  the Fumiga virus. and houses the missile 
  which is to unleash an epidemic of the virus · 
  into Kraatar's atmosphere . 
  ARTEMIS RESEARCH : 
  company based at Gran Quivera (Prenglar) . 
  This is a vast corporation with numerous 
  holdings in a vari ety of compan ies throughout 
  the Frontier ; major shareholders are Omega 
  Holdings (20%), Raj not Finance Inc (21 %), and 
  Estronsa Finance (10%). 
  ASSASSINS OF LEGRANGE: 
  crack RIK personnel; specialist8 in undercover 
  work who were sent to arrest a KLC cell but 
  failed to return . If the PCs specifically ask to 
  examine their medical records, they learn that 
  the Vrusk spent 2 weeks at the High Peaks 
  Sanatorium about 2 years ago. 
  COMMERCIAL COUNCIL : 
  the ruling 
  body of Kraatar . The Council 
  consists of representatives 
  from Kraatar 's 
  trade houses . The major trade houses each 
  have a representative ; the lesser ones share 
  representatives between them on a rotat ing 
  yearly basis . The Council is respons ible for 
  offworld relat ions, and major policy decisions 
  concerning Kraatar , but is primarily concerned 
  with co-ordinat ing the activities of Kraatar"s 
  trade houses. 
  CUITRISS MANBELA : 
  Presumed founding membar of the KLC and 
  former medical student at Gozzorf Hospita l. 
  Believed to have fled Kraatar following an RIK 
  investigation . 
  ESTRONSA FINANCE (Public) : 
  based at Kdikit (Madderly 's Star). Estronsa 
  Finance provides loans and backing to other 
  frontier compan ies. Through its loans it is 
  believed to indirectly control a number of other 
  companies . 
  ESTRONSA FINANCE CO (Restricted) : 
  Details some of the many companies in which 
  it has shares : Artemis Research ( t ()'l(,); Shomtz 
  Exploration (23%); Vist'Lat Trade House (24%); 
  Stysor Arms (26%); and Shomu Mining (16%). 
  Control of this company is split batween 
  Omega Holdings (26%) and Ableman Prop-
  erties (26%). 
  EXCELSIOR: 
  code name of plan to explode missile with 
  Fumiga virus in warhead . The time of the 
  launch is not mentioned . 
  FUMIGA VIRUS : 
  details of secret virus, genetically engineered 
  by Lagrange to affect only Vrusk; to be released 
  into Kraatar's atmosphere by a missile fired 
  .from Artemis Base. 
  GANGREEL INDUSTRIES : 
  based at Triad (Cassidine) . No further infor -
  mation available . 
  July 1985 TSR Inc .. All Rights Reserved 
  GROUNDSWELL : 
  code name and details of KLC uprising ; 
  provides location of shuttle pad (areas 51 -5, 
  Plan 4) and information on the build up of 
  weapons and supplies at the sanatorium . 
  Details the dispersal of arms by explorer 
  patrols across the planet and gives the location 
  of KLC cells . 
  HIGH PEAKS SANATORIUM : 
  run by Dr. Martin Boot, this high-class Vrusk 
  convalesc ent home specialises in stress -allev -
  iation therapy . 
  HPS- LAYOUT/MAP: 
  Provides a complete map of the Sanatorium . 
  HPS - PATIENTS: 
  Provides details of past and present patients at 
  the Sanator ium. There are currently only two : 
  Sa'Shr 'lt' Rezz, and a Vist'Lat executive (both 
  undergoing "therapy " ). 
  HPS - STAFF: 
  Lists the names and numbers of staff (see 
  Staff - page 1 B). 
  IMPLANTS : 
  a list of vict ims (names and occupations) and 
  details on their programming -
  none of these 
  are currently active (unless already stated in 
  the text) . 
  JACK LEGRANGE: 
  head of Trojan Enterpr ises, a frontier -wid e 
  corporation . Born on Kraatar. where he studied 
  for his doctorate . After leaving Kraatar , he 
  formed Trojan Enterpr ises and has spent the 
  last 20 years researching and developing bio-
  engineer ing techniques . Lagrange has been 
  known to speak against the Vrusk, particularly 
  their way of organising their lives and industry . 
  He has often been quoted as saying " only 
  insects could possibly live like the Vrusk ." 
  KLC: 
  initials of " Kraatar Liberat ion Corps", an illegal 
  Human terrorist group dedicated to the eradi-
  cation of Vrusk on Kraatar . KLC members are 
  fanatics who will stop at noth ing. 
  KRAATAR: 
  see Players' Aid #2 on the inner module cover . 
  OMEGA HOLDINGS : 
  based at Triad (Cassidine). No further infor -
  mation available . 
  PAN-GALACTIC HOLO-NEWS (PGHN): 
  Frontier-w ide news service. Based on Madder -
  ly's Star, PGHN has offices on most civilised 
  worlds . 
  QUAZZT DEPRESSION - LANDINGS : 
  A look at these records will show that ships 
  have been landing regularly at Ouazzt for the 
  past two years . The ships always land at night 
  and leave the following night . There is no 
  indication of where the ships come from other 
  than confirming thatthey do not come from the 
  planet. 
  RAJNOT FINANCE INC. : 
  based at Triad (Cassidine). No further infor -
  mation available. 
  SHOMTZ EXPLORATION : 
  based at Gollywog (White Light), this company 
  owns many subsiduaries throughout this part 
  of the Frontier . Major shareholders are Gan-
  greel Industr ies (15%); Ableman Properties 
  (23%); and Estronsa Finance (23%). 
  SHOMTZ MINING COLONY (Public) : 
  based at Kraatar . Shomtz holds mining and 
  mineral rights on Tivalla, the closest of 
  Kraatar's two moons . Major shareholders 
  include Shomtz Exploration (30%); Artemis 
  Research (12%); and Estronsa Finance (15%) 
  SHOMn 
  MINING (Restricted): 
  used as test-site for Fumiga virus; was sub-
  sequently destroyed to eradicate all evidence. 
  STYSOR ARMS : 
  based at Kdikit (Madderly 's Star). Stysor Arms 
  is a newcomer to arms and defence production 
  being in existence for only two years . Stysor 
  manufactures a wide range of weapons . Major 
  shareholders include Artemis Research (26%) 
  and Estronsa Finance (26%). 
  TROJAN ENTERPRISES (Public): 
  based at Lossend (Timeon). Trojan Enterprises 
  is a frontier -wide company involved in bio-
  engineering 
  and limb regenerat ion. It has 
  offices on most Frontier worlds and is re-
  nowned for its philanthropic work with under -
  priv iledged Humans , Dralasites and Yazirians . 
  TROJAN ENTERPRISES (Reatric:ted): 
  shows that Trojan Ents. has the controlling 
  interests in Ableman 
  Properties, Gangreel 
  Finance. Rajnot Finance and Omega Holdings. 
  VIST'LAT : 
  shows control of VL to be split between Rajnot 
  Finance (27%); and Estronsa Finance (24%). 
  VIST'LAT TECHNICIAN (robot controller): 
  a trusted VL employee, if of a somewhat 
  nervous disposition . If the PCs specifically ask 
  for details of her medical record, they learn 
  that she spent two weeks at the High Peaks 
  Sanatorium 9 months ago. 
  VRUSK EXECUTIVES (from Golden Dawn): 
  these two Vrusk had an exemplary service 
  record for Clic'Aqat; both were specialists in 
  off -world trade relations . If the PCs examine 
  the medical records they learn that they each 
  spent a fortnight at the High Peaks Sanator ium 
  t 1 months ago. 
  VRUSK TRADE HOUSES : 
  Trade houses are as common on Kraatar as 
  they are wh erever Vrusk are found in the 
  Frontier . Six major trade houses exist on 
  Kraatar , as well as hundreds of smaller ones: 
  Major Trade Houses: 
  Adq 'Bizz(AB): ore extraction and refinement 
  Clic'Aqat (CA): glass 
  Gst'Gar 'St (GGS): electron ics 
  Ral'lk 'Ka (RIK): security 
  SikTriksta (ST): transport 
  Vist'Lat (VL): starport (see Vist'Lat - above). 
  Any Kraatar computer w ill also give General 
  Information on each trade house (see Pull-out 
  Sheet II). 
  PULL-OUT SHEET VII (Computer Databases) 
  
  NEW EQUIPMENT & KLC ROBOTS 
  THE IMPLANT DEVICE 
  This device was developed 
  by Jack 
  Lagrange as part of his plot to "save" 
  Kraatar from Vrusk domination . Surgically 
  implanted at the High Peaks Sanatorium 
  (see page 17)-
  without the knowledge of 
  the recipient -
  this device affects neural 
  impulses and, in effect, pre-programs a 
  creature's brain to carry out certain tasks . 
  The implant 
  is undetectable 
  without 
  surgery and can be triggered at any time 
  to fulfill its programming . The devices are 
  fitted with self -destruct 
  mechanisms 
  which under certain specified conditions, 
  cause an explosion sufficient to destroy 
  the brain and remove all trace of the 
  implant. 
  HAND COMPUTER 
  Mass: 2 kg 
  Cost: 7000 Cr 
  A hand computer is a portable lightweight 
  (2kg) level 1 computer fitted with a short -
  wave radio and powered from a power 
  beltpack . The hand computer has the 
  following 
  level 1 programs : analysis, 
  communication and information storage. 
  The communications program allows itto 
  be interfaced with a larger computer via 
  its short -wave radio . Information can be 
  passed freely between the two computers 
  over the radio link , allowing the hand 
  computer to access far larger amounts of 
  data than it would be able to do with its 
  restricted function point size. 
  BREATHING APPARATUS 
  Mass: mask/ bag - negligible; tanks - 5kg 
  each 
  Cost : mask - 1 OOCr; bag - 400Cr ; 
  tanl-. - 50Cr; tank re-fi ll - 1 OCr. 
  Breathing apparatus is used to supp-
  lement the oxygen supply in thin atmos-
  pheres . Air is carried in two tanks, each 
  holding sufficient oxygen for 10 hours . In 
  Human and Yazirian models the air 
  supply is via a flexible plastic tube to a 
  face mask. A Vrusk or Dralasite model 
  consists of a strong yet flexible, clear 
  plastic bag. Dralasites enter the bags and 
  zip themselves 
  in, allowing 
  all their 
  breathing 
  pores to be supplied with 
  oxygen. Vrusk bags cover the abdomen 
  only and have special seals for the legs 
  and upper body. Defensive suits and 
  screens function normally with breathing 
  apparatus . Being unpressurised, breath-
  ing apparatus cannot be used in vacuum . 
  KLC ROBOTS 
  Maintenance Robot 
  Mission / Function : Its mIss1on is the 
  repair and maintenance 
  of the KLC 
  establishment where it is based (either 
  the Sanatorium 
  or Artemis 
  Base). Its 
  duties range from maintaining 
  power 
  generators and magnitruks , to ensuring 
  that the floors are polished daily . On 
  Artemis Base a zero-g version is used 
  where necessary , powered by gas jets 
  which give it an acceleration / deceler -
  ation of 20 metres per turn . Both versions 
  have a computer link , a security lock and a 
  self -defence program . Functions are de-
  fined by the computer as tasks arise . 
  Without a defined task the robot wa its in a 
  robot store . If the computer link is broken 
  or the computer 
  is not functioning
  , 
  the robot returns to the robot store . 
  KLC 
  MAINTENANCE 
  Body/ level: 
  Std/ 4 
  Move Norm/Max:10
  / 60 (see above) 
  Limbs: 
  2 mechanical arms 
  Parabattery: 
  Type 1 
  Stamina: 
  100 
  Defences: 
  Nil 
  Weapons: 
  Att: 
  IM: 
  RS: 
  Limbs (DM 2d10) 
  70 
  7 
  70 
  PULL-OUT SHEET VIII (New Equipment & KLC Robots) 
  Security Robot 
  Mission / Function : Its mission is to guard 
  against unauthorised intruders . As with 
  the maintenance robot, a zero-g vers ion 
  is also in use on Artem is Base. Both 
  versions have a computer link, an attack / 
  defence, a self -defence , a search and 
  destroy, and a security lock program . 500 
  SEU of the robot's parabattery are dedi-
  cated to the laser rifle and albedo screen . 
  When first entering a KLC base, all staff, 
  patients and KLC members are scanned 
  by the main computer and the data is 
  transmitted to the robot . The robot then 
  stores the data within 
  its search and 
  destroy program . On encountering 
  any 
  unauthorised personnel , the robot orders 
  them to stop, while it contacts the main 
  computer 
  for instructions . The main 
  computer then sounds an alarm in the 
  security room and transmits 
  the view 
  from the robot's sensors to one of the 
  video screens. The guards can then 
  handle the situation either by controlling 
  the robot through the computer, or by 
  giving it direct instructions . If the alarm 
  has already been sounded , the robot 
  attacks to kill on sight without 
  first 
  contacting the computer . 
  Lagrange's Cats 
  Mission / Function : To defend Lagrange 
  and follow 
  orders from his computer 
  implant . The cats have a computer link (to 
  Legrange), an attack / defence, a self-
  defence and a security lock program . 
  These two cats are part robot and part real 
  cat. Their normal functions have been 
  enhanced by the addition of mechanical 
  legs which secrete poison through their 
  claws . The cats also have a small rocket 
  pack fitted at the base of their tail which 
  allows them to propel themselves through 
  the air to attack . 
  KLC 
  SECURITY 
  LEGRANGE'S CATS 
  Std/ 4 
  Special / 4 
  10/ 120 (see above) 10/ 120 
  2 mechanical arms 4 mechanical legs 
  Type 2 
  Type 1 
  100 
  50 
  armour (skeinsuit), 
  albedo screen . 
  Laser rifle 
  (set on 5 SEU) 
  70 
  7 
  70 
  fur equivalent to an 
  albedo suit. 
  2 claws (2d10 each) + 
  poison (S 10/ Tl 0) 
  70 
  9 
  90 
  0 July 1985 TSR Inc., All Rights Reserved 
  
  0 
  0 
  • 
  o 
  ci 
  e 
  0 
  • 
  Q 
  PCs while they are in a crowded street or 
  bar. The character spots the attempt if a 
  successful Intuition check is made. Once 
  spotted, Sikri ie flees into the crowd, and if 
  caught, fights until unconscious . If interro-
  gated with telol, he gives an address in 
  Fioust where 
  Gorboz can be found . 
  Unfortunately, 
  Gorboz fled from this 
  address as soon as Sikriie was captured. 
  If the bug was successfully planted, it can 
  be discovered by any technician 
  who 
  inspects the character's clothing. It has a 
  range of 20km and allows Gorboz to 
  locate and eavesdrop on the PCs. 
  DAY 5. Expulsion of Vist'Lat 
  Ssi'Aq'Krr (SAK) broadcasts this report 
  throughout the day: 
  "Today the Commercial 
  Council has 
  expelled Vist'Lat from its ranks . The 
  Council feels that much of the recent 
  unrest can be attributed to VL's poli-
  cies. Its latest move to sack its Human 
  workers and evict them from their 
  homes is untenable. The Council can-
  not condone or accept th is behaviour ." 
  Unfortunately the Council has no power 
  to do anything more about it. 
  DAY 6. News of Funeral 
  All five Kraatar program channels carry 
  news of this event . A request has been 
  made by a Mrs and Mr Manbela for the 
  body of Jack Legrange, which had been 
  kept at the starport. Vist'Lat officials were 
  reluctant to hand over the body at first, 
  but have done so after evidence was 
  produced to prove that Legrange's real 
  name was Cuitriss Manbela . The funeral 
  is scheduled to take place at Quazzt's 
  Depression in 6 days and is expected to be 
  well attended by mourners . If the PCs 
  enquire about Legrange's body at the 
  starport, 
  they discover 
  that 
  it was 
  collected 2 days earlier. 
  The characters should be encouraged to 
  go to Quazzt's Depression for the funeral. 
  If they seem disinclined, then RIK Zzik'ti 
  contacts them to suggest that they go. 
  THE TRADE HOUSE OFFICES 
  With the exception of Vist'Lat, all of the 
  trade houses have offices in the Business 
  District . Vist'Lat's 
  offices are at the 
  starport. The trade houses are all organ-
  ised along similar lines. The PCs have to 
  go through the same routine whichever 
  trade house they visit. The offices are tall 
  tower blocks with a receptionist in the 
  entrance foyer. The receptionist greets 
  the characters, 
  enquires 
  about their 
  business and then arranges an appoint-
  ment with a suitable official. 
  All trade houses have a detachment of 10 
  RIK personnel 
  acting as guards (see 
  Typical RIK Security Force - Pull-out 
  SheetV) . These personnel are usually in 
  a room off the foyer and quickly appear if 
  any trouble occurs. Other trade house 
  personnel 
  are average unarmed indi-
  viduals . Should combat occur, use the 
  average NPC ability scores on AD p59 . 
  Vist'Lat (VL) 
  Enquiries at the VL offices at the starport 
  are referred to Vist'Lat Aqizzi'Tikit, a male 
  Vrusk, who tells them that VL are 
  expanding (see Major Trade Houses -
  Pull-out Sheet II, General Information 
  only). He is unaware that VL is controlled 
  offworld (see Diagram 3 on the module 
  folder), and he considers the company to 
  be a vibrant business, dedicated to ex-
  pansion : "the days of the trade houses 
  are over -
  business conglomerates with 
  a wide range of interests are the key to 
  the future and to growth" . He is firmly 
  committed to this belief and and cannot 
  be swayed from it. He defends VL's 
  Human policy by accusing Humans of 
  being unreasonable and lazy: "if they 
  want to be disruptive they can be, but not 
  on VL property". 
  Clic' Aqat (CA) 
  Enquiring about the Clic'Aqat executives 
  who were aboard the Golden Dawn, the 
  PCs are shown 
  into see Clic'Aqat 
  Semoins, one of the trade house's Human 
  advisors . Semoins, has no idea that these 
  particular Vrusk were politically 
  moti-
  vated; they were chosen because of their 
  ability to represent Clic'Aqat's affairs off-
  world. Both had exemplary records and 
  were personally selected by him for the 
  trade delegation . Semoins is a loyal 
  Clic'Aqat official and has no sympathy for 
  Legrange's 
  cause, although 
  he does 
  regret the assassination of Legrange . 
  Semoins feels that things are not ideal on 
  Kraatar at the moment . Vist'Lat, a trade 
  house previously involved in finance has 
  13 
  recently been expanding its operations. It 
  asked, he can give them the information 
  on Pull-out Sheet 11, with the exception 
  of the Referee's Notes. One of the trade 
  delegation· s purposes was to find backers 
  for an alternative starport . He also tells 
  the PCs of Vist'Lat's 
  Human relations 
  policy and how they seemed to be 
  deliberately 
  adding to the unrest by 
  discriminating 
  between their Vrusk and 
  Human employees . 
  Sik'Triksta (ST) 
  Enquiring about the recent Vist'Lat take-
  over of the starport. the PCs will be shown 
  into see Sik'Triksta Yzztris, a high-ranking 
  male Vrusk . If there are Humans in the 
  PCs' group, a Human advisor is also 
  present. Yzztris is reluctant to discuss the 
  matter, unless a character can convince 
  him with 
  a successful persuBsion 
  or 
  hypnotism 
  throw . If the throw is un-
  successful, Yzztris terminates the inter-
  view. On a successful throw, he reveals 
  the General and Inside information given 
  on Pull-out Sheet II. Yzztris distrusts 
  Vist'Lat's motives -
  even now Vist'Lat 
  are trying to take over more and more of 
  Sik'Triksta's 
  operations. Sik'Triksta are 
  again in financial difficulties 
  as recent 
  KLC attacks have destroyed large sections 
  of monorail. 
  Ral'lk'Ka (RIK) 
  A call at RIK is met by a brusque rebuttal : 
  RIK officials are too busy to speak to 
  offworlders. If the PCs insist on meeting 
  someone, security guards are called to 
  eject them. 
  Gst'Gar'St (GGS) 
  The PCs are shown in to see Gst'Gar'St 
  Rikizt, a female Vrusk . If no pyscho-social 
  skills are used (or used unsuccessfully) 
  Rikizt speaks briefly about GGS's interests 
  (see Major Trade Houses - Pull-out 
  Sheet II) and then ends the interview. A 
  successful persuBsion or hypnotism roll 
  reveals that GGS is deeply in debt to 
  Vist'Lat 
  and fears an imminent 
  fore-
  closing of the loan . To try to make ends 
  meet, GGS has been reducing wages, 
  and th is has ca used resentment amongst 
  its Human workers . A number of strikes 
  have recently 
  taken place adding to 
  GGS's problems. 
  At this point Rikizt 
  receives a chronocom call and terminates 
  the interview. 
  GOZZORF CITY (The Trade House Offices) 
  
  DELTA SECTION: 
  QUAZZT'S DEPRESSION 
  The quickest way for the PCs to get to 
  Ouazzt's Depression (to see Legrange·s 
  funeral and to investigate the rumours of 
  unauthorised 
  starship landings) is by 
  Transglobal Monorail (see below) . During 
  the journey, the PCs can obtain both an 
  implant device and a clue to the involve-
  ment of the High Peaks Sanatorium . 
  However, David Dever (kept informed of 
  the PCs' investigations 
  by Gorboz the 
  Dralasite), has no wish to let them reach 
  Quazzt alive, and sends a KLC commando 
  unit to sabotage their train . Surviving the 
  attack, the PCs make little progress at the 
  town -
  but not so at the Sanatorium . 
  Here, a "warm welcome" is arranged for 
  them by Dever, and the PCs discover 
  Sa'Shr 'lt'Rezz held prisoner . The com-
  puter's databanks show the full extent of 
  Legrange·s madness, as well as the 
  location of a hidden KLC shuttle pad. This 
  is the PCs' chance to capture a shuttle 
  and (with Sa'Shr 'lt'Rezz's aid) pilot it to 
  Lagrange 's secret moon-base, 
  where 
  they may just have time to prevent the 
  death of Kraatar ... 
  As Kraatar is very mountainous , most 
  citizens rely on the monorail for long 
  distance travel , only using ground cars 
  and explorers for short journeys . Travel 
  on the transglobal monorail costs 20 Cr 
  per day, irrespective of distance. 
  The trains stop at all towns along their 
  route for 10 minutes while cargo and mail 
  is collected . Unless they break down , the 
  trains never stop between stations. Signs 
  at mountain and desert stations remind 
  travellers that breathing apparatus (see 
  New Equipment - Pull-out Sheet VIII) is 
  required . Apparatus to fit all character 
  races can be purchased at all monorail 
  stations, and emergency sets are stored 
  in lockers between each carriage. 
  THE TRAIN 
  Monorail 
  trains 
  are suspended by a 
  flexible steel pylon from an overhead 
  steel rail. The rail is supported by steel 
  girders embedded in rock, obviating the 
  need for tunnels or cuttings. 
  THE MO NO RAIL 
  The plan of a typical monorail train can be 
  found along the bottom of the inner 
  From Gozzorf, monorail 
  lines stretch 
  module folder . The trains are made up 
  around the planet, linking most major 
  from five distinct types of carriage: an 
  settlements on Kraatar . Monorail trains 
  engine car, two cargo cars, two sleeper 
  leave Gozzorf station every 4 hours and 
  cars, one restaurant car and two re-
  travel at about 290kph (8 hours per hex). 
  creation cars . The passenger cars are 
  14 
  OUAZZT'S DEPRESSION (The Monorail/The High Line) 
  comfortably appointed with large glass 
  windows providing panoramic views of 
  the passing countryside. Alf carriages are 
  pressurised and fully air-conditioned and 
  waiter service is available at all times. 
  The recreation cars provide facilities such 
  as holo-movie screens, holo -music-vid-
  eos, and so on, all at no extra cost. 
  Carriages are connected by flexible tubes 
  and sealed by automatic doors . By the 
  entra nee to each carriage is an emergency 
  locker containing sets of breathing appa-
  ratus (six Vrusk, six Human, two Dralasite 
  and two Yazirian). Each carriage has a 
  plate in the ceiling which allows emer-
  gency access to the carriage's roof. 
  The train has a crew of nine: two RIK 
  guards (1 Beam weapons specialist and 1 
  Projectile weapons specialist); two ST 
  technicians 
  (manning the engine car); 
  and five ST stewards who see to the 
  comfort of the passengers . 
  THE HIGH LINE 
  On boarding the train which is about 
  three -quarters full, the characters are 
  shown to their sleeping compartments, 
  and given keys, so that they may safely 
  lock any of their equipment there . The 
  PCs are free to visit the lounges and 
  restaurant whenever they wish . 
  
  ENCOUNTERS 
  There is only one fixed location encounter 
  during this part of the adventure (see The 
  Shootout - page 16), but there are a 
  couple of interesting NPCs also travelling 
  on the train : Blirdor the gambler, and 
  Kirsht the pickpocket . You can bring them 
  into the adventure at any suitable point to 
  add colour and interest to the journey . 
  The rest of this part of the adventure 
  revolves around Events (see below) which 
  take place at fixed times. 
  1 . The Gambler 
  This Dralasite used to be an environ -
  mentalist and has travelled widely on 
  many worlds . Blirdor possesses a latent 
  mind power which interacts with its lie 
  detection, allowing it to improve the odds 
  when gambling. Blirdor discovered this 
  talent when on an exploratory mission to 
  a remote frontier world , where certain 
  rare spores entered its skin and awoke its 
  dormant powers . Since then Blirdor has 
  honed this ability and now uses itto make 
  a living 
  as a gambler 
  on Kraatar's 
  monorails. 
  RACE : Dralasite 
  STR/STA : 
  45 / 55 
  PS 
  3 
  DEX / RS: 
  65/ 74 
  IM 
  8 
  INT /LOG : 
  75 / 68 
  RW 
  53% 
  PER/LOR : 
  56/ 55 
  M 
  53% 
  Special Abilities : Elasticity (7 limbs), Lie 
  Detection 45% 
  SKILLS (PSA - BIOSOCIAL): 
  Environmental 2. Martial Arts 2, Projec-
  tile weapons 
  2, Pyscho-social 
  2, 
  Medical 1. 
  Weapons and Defences: Automatic pistol 
  (3 bulletclips) , Inertia screen, Power 
  beltpack (50 SEU). 
  Every evening of the journey, Blirdor can 
  be found in one of the lounges with a deck 
  of cards, inviting passengers to play a 
  game with 
  him . Rather than actually 
  playing a game of cards, use the following 
  simple rules : each character places a bet 
  (between 10-100 Cr) into a common pot, 
  percentage dice are rolled and the highest 
  throw 
  wins 
  the pot. Blirdor's 
  ability 
  allows it to add 25% to its roll, greatly 
  increasing its chance of winning . Blirdor 
  does not get angry if accused of cheating , 
  but makes disparaging 
  remarks about 
  having to play with amateurs . Blirdor 
  fights in self-defence 
  only and avoids 
  killing if possible . 
  2. The Pick Pocket 
  Kirsht is a Human female with average 
  abilities (see AD p59) who normally lives 
  in Jedsis . She is travelling to Quazzt to 
  visit her grandmother . At any convenient 
  time during the journey , she attempts to 
  steal a valuable item from one of the PCs. 
  The PC involved must make a successful 
  Intuition check to notice the attempt . In 
  this event , Kirsht flees down the train , 
  fighting with her knife (Melee weapons : 
  23%) if caught, but surrendering when 
  reduced to 15 Stamina points . She begs 
  not to be given over to " those RIK bugs ", 
  bursting into tears if the PCs attempt to do 
  so. If allowed to go free, Kirsht does not 
  bother the PCs again , but attempts to 
  steal from 
  other passengers . If she 
  successfully steals an item from a PC, its 
  loss is not noticed until the next day at the 
  earliest (throw Intuition 
  or less each 
  morning to notice the missing item). 
  EVENTS 
  Events occur on set days during the 
  characters' journey . Day 1 is the PCs' first 
  day on the monorail. 
  DAY 1. Ssi' Aq'Krr (SAK) News Crew 
  Wh ile boarding the train the PCs notice 
  two Humans and a Vrusk loading some 
  recording gear onto the train . Enquiries 
  reveal that they are a news crew , working 
  for the SAK News Service trade house, 
  and are en route to Quazzt to cover 
  Leg range's funeral. The crew consists of 
  three people : a female Human director, a 
  female Human technician and a male 
  Vrusk technician -Ssi'
  Aq'Krr Ki'Tk 'Hatt . 
  Upon arrival at Quaz.zt, the Vrusk is to stay 
  at the station and monitor the pictures 
  transmitted by the other two . 
  The news team does not carry any 
  weapons or defences and all have average 
  abilities (AD p59) . All three are friendly 
  and gladly discuss their work with the 
  PCs. They are all loyal members of their 
  trade house and have been specially 
  selected for this assignment. 
  15 
  Along the corridor from them , the PCs 
  overhear insults such as "Watch it bugl 
  You've not taken over yeti" , followed by 
  the sound of a scuffle as the two Humans 
  attack the Vrusk . Unless the PCs inter -
  vene, Ki'Tk'Hatt is beaten unconcious 
  and left lying in the corridor. Should the 
  PCs come to the Vrusk 's aid, the Humans 
  back off , avoiding a fight but hurling 
  insults . Any Humans present are called 
  "bug lovers" and "traitors"
  . If a fight 
  ensues, the RIK personnel arrive on the 
  scene after 2 minutes to break it up. 
  After receiving medical treatment from 
  either the PCs or an ST monorail steward, 
  Ki'Tk 'Hatt complains of headaches and 
  retires to bed. He has a bad bruise on his 
  head and the headaches may be accred-
  ited to to this . Close inspection , however , 
  reveals the incision 
  made when the 
  implant was inserted . 
  His companions from the SAK news crew 
  express concern for his health , informing 
  the PCs that he recently had to take some 
  sick leave at a sanatorium , where he was 
  treated for stress. As far as they are 
  concerned , the thugs ' behaviour was 
  disgraceful , but such attacks are sympto -
  matic of the current unrest on Kraatar 
  follow ing the assassination of Legrange . 
  DAY 4 . The Implant Comes Out 
  Ki'Tk'Hatt is seen lurching around the 
  train as though drunk and his speech is 
  slurred and incoherent . Towards after -
  noon , he appears clutching his head and 
  moaning loudly . His antennae roll round 
  wildly and he collapses just near the PCs. 
  A successful diagnosis roll shows that 
  unless major surgery 
  is successfully 
  performed , the Vrusk will die within the 
  hour . There are no NPC medics above 
  level 1 on board . 
  If surgery is performed (whether success -
  ful or not), the implant device (see New 
  Equipment - Pull-out Sheet VIII) will be 
  found in his cranial carapace . The device 
  cannot be opened safely unless disarmed 
  by a demolitions specialist (-20% to the 
  throw for success, failure tr iggers the 
  destruct mechanism , destroying the im-
  DAY 3. The Fight 
  plantandinflicting5pointsofdamageon 
  On the third day of the journey, Ki'Tk 'Hatt, 
  all w ithin 1 metre) . If opened, a number of 
  the SAK news technician, is beaten up by 
  minute silicon chips will be found , as well 
  2 anti -Vrusk Human thugs . Two months 
  as a small radio receiver and an explosive 
  ago, while suffering from overwork, he 
  charge . A computer specialist who ex-
  had visited the High Peaks Sanatorium 
  amines them discovers only that they 
  where he was secretly fitted with an 
  contain a series of extremely sophisti -
  implant (presently inactive). The fight 
  cated binary coded instructions, but will 
  with the thugs w ill damage the implant. 
  have no idea as to th eir function . 
  QUAZZT'S DEPRESSION 
  (Encounters / Events) 
  
  16 
  A clue, in the form of a card from the High 
  Peaks Sanatorium, 
  is in the Vrusk's 
  baggage along with 
  some personal 
  effects. 
  The sanatorium's 
  address is 
  given as High Peaks, Ouazzt's Depression . 
  THE SHOOTOUT 
  As the train enters the last mountainous 
  hex before Ouazzt (Map K), it is attacked 
  by KLC commandoes, sent by David Dever 
  to destroy the train and kill the PCs. 
  As the train approaches the top of a 
  mountain , five KLC commandoes (see 
  KLC Commandoes - Pull-out Sheet V) 
  attempt to sabotage it. The first the PCs 
  know about the attack is when the 
  computerised alarm system is activated 
  by decompression in one of the passenger 
  cars. A fragmentation grenade explodes 
  in the corridor, followed by the sound of 
  automatic weapons fire . Arriving at the 
  scene, the PCs see one of the RIK guards 
  collapse as a burst of automatic fire rips 
  into her. Standing next to the ladder up to 
  the roof, is KLC commando #1. He is 
  wearing breathing apparatus and has a 
  folded glijet on his back. Next round, he 
  throws 
  a fragmentation 
  grenade and 
  attempts to flee up the ladder . There are 
  another four KLC commandoes on the 
  roof . If the PCs try to give chase without 
  donning breathing apparatus they lose 1 
  point of Stamina per turn . Once back in a 
  pressurised compartment, or iffitted with 
  breathing 
  apparatus, 
  lost Stamina 
  is 
  recovered at the rate of 1 point per hour . 
  The Roof 
  Concealed at the top of a pylon, comm-
  ando 112 is engaged in sabotaging the 
  brakes . The other three watch for any 
  movement from below . As soon as a PC 
  appears above the level of the roof they 
  open fire . The commandoes continue to 
  fire for 8 turns, and commando #2 leaps 
  from the train, followed by the others . 
  Their glijets carry them to safety . 
  If the PCs intervene , the situation 
  is 
  further 
  complicated 
  by the other RIK 
  guard (Gyrojetweapons-
  see Typical RIK 
  - Pull-out Sheet V) who appears after 4 
  turns and fires at them , believing them to 
  be saboteurs. 
  RUNAWAY 
  By the time that the KLC have fled or have 
  been killed, the train is heading downhill 
  at 300kph and still accelerating . To slow 
  QUAZZT'S DEPRESSION 
  the train , the PCs need to repair the 
  brakes, but as the wind resistance in-
  creases , it quickly (5 turns) becomes 
  obvious that without a means of attaching 
  themselves to the roof , the PCs will be 
  swept off it. There is equipment in the 
  engine car which can be used to attach 
  three characters securely to the roof and 
  pylon . Without this equipment, characters 
  must make a Reaction Speed check for 
  every 5 metres they move. If they fail, a 
  successful Strength check means they 
  manage to hold on, but otherwise they 
  are swept off the train to their deaths . 
  Making their way down the inside of the 
  train is difficult , as the passengers and 
  the crew are panicking. In order to get 
  past, the PCs must either use force , fire 
  weapons above their heads or use pyscho-
  pathology. On the way back, the crowd 
  makes way for the PCs. 
  Once at the top of the pylon, a technician 
  needs to make a repair machinery check 
  (at -20 due to the adverse conditions) to 
  stop the train . A successful check acti -
  vates the brakes and the train begins to 
  slow down and shortly stops. Full repairs 
  can now be made . With a failed check the 
  brakes only work partially, the train is 
  slowed down but leaps from the rail at the 
  bottom of the mountain where the rail 
  bends sharply. The speed of the train 
  equals the number the check was failed 
  by, multiplied by 6. For example, if the 
  check was failed by 20 the train is doing 
  120 (20x6) kph when it crashes . 
  Each carriage of the train is protected by a 
  huge inertia screen . This is automatically 
  activated by impact sensors in the front of 
  the train and absorbs half of the damage 
  each character 
  suffers 
  in the crash . 
  Inertia screens worn by characters are 
  not added to this, but inertia suits are. See 
  AD p31 to determine the damage caused. 
  Four hours after the train crashes, a 
  rescue train arrives to carry the survivors 
  to Quazzt's Depression . 
  QUAZZT'S DEPRESSION 
  Quazzt is a town of some 500,000 
  inhabitants (75% Human/25 % Vrusk) . It 
  is primarily a farming town with some 
  light industry. Any item not forbidden on 
  Kraatar can be obtained here. 
  Following the death of Leg range, relations 
  between the two races here have been 
  very strained, but have not erupted into 
  violence as in Gozzorf. The inhabitants' 
  reactions to the PCs vary, depending on 
  whether there are any PC Vrusk present. 
  If there are, the Human townsfolk are 
  standoffish 
  and only answer 
  routine 
  questions. If not, the Humans are cour-
  teous but not exactly friendly . The Vrusk 
  inhabitants of the town are friendly to the 
  PCs only if there is a Vrusk in the party, 
  otherwise they try to avoid contact with 
  the PCs. 
  Warned by Gorboz the Dralasite about the 
  PCs, and fearing their intervention. David 
  Dever had Trans / Lagrange's 
  funeral 
  brought forwards to the day before the 
  PCs arrive . He also produced a " will " 
  (signed by the real Lagrange) in which 
  Lagrange requested that his body be 
  cremated. If the PCs enquire , they dis-
  cover that the funeral has already taken 
  place and , contrary to the usual practice 
  on Kraatar, the body has been cremated, 
  but no one is sure why . Enquiries 
  concerning starships landing at night are 
  met by blank stares , and cause the PCs to 
  be treated with suspicion . News of their 
  enquiries spreads quickly amongst the 
  Human townsfolk and these now react as 
  though Vrusk wer~ present in the PC 
  group . Friendly Vrusk can confirm that 
  strange lights have been seen in the 
  mountains to the east (see Map 0). 
  LEAVING TOWN 
  Within Ouazzt's Depression, the air is 
  dense enough to breathe normally . For 
  travel 
  into the surrounding 
  uplands, 
  however, breathihg 
  apparatus and/ or 
  pressurised transport is required . Press-
  urised vehicles can be hired from Sik' 
  Triksta trade house at the monorail 
  station . Hire costs are 10% higher than 
  those in the rulebook (AD p29). The PCs 
  have to pay for any damage done to a 
  vehicle in their possession, and in the 
  case of a vehicle being written off, they 
  must pay the full cost of replacement. 
  The Manbela Farm 
  The PCs will have no difficulty in finding 
  the farm where Jack Lagrange 's parents 
  still live . It lies some 50km to the west of 
  town, just off a fairly well maintained 
  road . Mr and Mrs Manbela are average 
  Humans (see AD p59), who blame the 
  Vrusk for the murder of their son. Having 
  been warned by David Dever that the PCs 
  are "working for the murderers" of their 
  son , the Manbelas are hostile, ordering 
  
  the PCs off their land, but not resorting to 
  violence . By use of Hypnotism, the PCs 
  may discover that it was Dever who asked 
  that the funeral be brought forwards . 
  HIGH PASS TO HIGH PEAKS 
  There is only one road from Quazzt to the 
  Sanatorium (see Map Q) . It is reasonably 
  well maintained , but once into the moun -
  tains , there is a 10% chance per day{1 on 
  1 d 10) that the PCs' vehicle experiences a 
  mechanical failure . Use the table on AD 
  pl 5, but ignore a "blown engine" result . 
  NATURAL HAZARDS 
  If the PCs leave the road, they will 
  encounter a natural hazard every 1d10+3 
  hours. Roll 1d10 : 
  1-6: Rock Fall - rocks fall from above into 
  the vehicle's path. A successful Reaction 
  Speed check is required to avoid them . 
  Failure results in a loss of control (see AD 
  p31 ). The way ahead is blocked and it 
  takes 1d10 person hours to clear it. 
  7-10: Crevasse - a 50-metre-deep, 1d5-
  metres-wide 
  crevasse blocks the PCs' 
  passage . Characters can either backtrack 
  or attempt to cross . Crossing a crevasse 
  requires a successful operBte machinery 
  check at -10% for every metre of the 
  crevasse's width . The exact results of 
  failure depend on how much the check 
  was missed by: 
  - Failing by 10% indicates that the 
  vehicle has leapt the crevasse but is 
  beginning to slip backwards . A success-
  ful Reaction Speed check allows the 
  driver to regain control of the vehicle . 
  Failure results in the vehicle either 
  being wedged in the crevasse (or 
  falling down it, if it is 5 metres across) . 
  - Failing by 20-40 % indicates a similar 
  situation, except that the vehicle also 
  takes damage (roll 1d10 and consult 
  the table below) . 
  - Failing by 50% or more indicates that 
  the vehicle has failed to clear the 
  crevasse and has either plummetted to 
  the bottom (1-3 on 1d10), or is so 
  firmly wedged as to be impossible to 
  remove without heavy lifting gear (4-
  10 on 1d10) . In either case, the vehicle 
  is irreparably damaged . 
  Characters may leap from a vehicle to the 
  edge of a crevasse in the turn it begins to 
  plummet. Characters still in the vehicle 
  next turn may leap to safety if they make a 
  successful Strength check. Characters 
  leaving the vehicle after this, fall to the 
  bottom of the crevasse and take 1 d5+50 
  points of damage . If they stay strapped in 
  their seats, damage is reduced to 5d10 
  points . An explorer that falls to the bottom 
  of a crevasse is irreparably damaged . 
  Vehicle Damage Table 
  1 
  broken axle • 
  2-3 
  broken driveshaft • 
  4-5 
  broken suspension 
  6-7 
  speed reduced by 25% 
  8 
  speed reduced by 50% 
  9 
  broken steering* 
  10 
  lights damaged (see below) 
  A technician making a successful repair 
  machinery roll can repair damaged com-
  ponents in 1 hour. Results marked with 
  an asterisk take 3 hours . When the lights 
  are first damaged, the vehicle's maximum 
  speed at night is reduced to 1 0kph, but if 
  the lights are damaged twice , they can no 
  longer be repaired . 
  EVENTS 
  1. Ambush 
  This event occurs along any suitable 
  section of the mountain tra il. Working on 
  information from Gorboz the Dralasite, 
  Dever is expecting the PCs to visit the 
  Sanatorium, and has sent KLC explorer 
  patrol # 1 (see KLC Organisation - Pull-
  out Sheet V), led by commander Gartik 
  (Human, male), to stop them. There are 
  two KLC in the explorer and two on either 
  side of the trail ahead . When the PCs' 
  vehicle rounds the corner , the gunner 
  fires rockets at it (short range), in an 
  attempt to cripple it. If this is unsuccess-
  ful, the entire patrol gives chase, pursuing 
  the PCs for as long as possible. If the PCs' 
  vehicle stops, the KLC open fire at anyone 
  visible . Once the PCs' vehicle stops, the 
  gunner uses her gyrojet pistol in pref -
  erence to the rocket launcher. 
  The KLC explorer is carrying a case of 
  grenades (3 tangier, 6 fragmentation, 
  3 
  doze and 4 smoke); a box containing 6 
  rockets for the rocket launcher, 30 power-
  clips , 20 automatic pistol bulletclips and 9 
  automatic rifle clips ; and two backpacks 
  with climbing gear (pitons , crampons, 
  200m of rope, and so on). All of the 
  weapons are manufactured 
  by Stysor 
  Arms of Madderly's Star . 
  17 
  The explorer is equipped with a radio-
  phone and lying next to this is a hand -
  written message: 
  "Gartik, offworld trouble makers are at 
  Ouazzt. That blundering 
  blob of fat, 
  Gorboz, has mishandled the situation 
  at Gozzorf . They may be heading to 
  High Peaks. Stop them at all costs. 
  They are easily recogniseable, 
  the 
  group contains (insert the number and 
  description of PCs here) . Boot. .. 
  2 . Approaching the Sanatorium 
  As the PCs near the Sanatorium , they 
  hear interference on their radios . Fine-
  tuning the receiver allows them to pick up 
  a broadcast from the Sanatorium : 
  "This is Boot calling Gartik , come in 
  Gartik . Please state your position . 
  Repeat, please state your position ." 
  If the PCs attempt to impersonate Gartik, 
  Dever is not fooled . He does, however, 
  play along with them and attempts to 
  mislead them into thinking that the PCs 
  are no longer expected at the Sanatorium . 
  ENCOUNTERS 
  THE SANATORIUM 
  (Plan 3) 
  The Sanatorium is a front for the KLC. 
  Here selected Vrusk have implants fitted 
  in their brains which are programmed to 
  force them to carry out some specific 
  action. The Sanatorium is also used as a 
  base for KLC agents, but at present only 
  the permament staff are here . 
  The ostensible owner / manager is David 
  Dever under the alias of Doctor Martin 
  Boot (see NPCs - Pull-out Sheet IV). He 
  is in the process of closing down the 
  Sanatorium in preparation for the KLC's 
  uprising . There are seven staff : three 
  medical / pyscho -social personnel 
  and 
  four KLC comma ndoes who act as security 
  guards and orderlies. The commandoes 
  are assisted 
  in their 
  work 
  by three 
  security robots, and maintenance func-
  tions are performed by four maintenance 
  robots. Only two "patients " are presently 
  being treated here . 
  Expecting the PCs, Dever has tightened 
  security at the Sanatorium . Unless the 
  PCs use stealth to enter the building they 
  are ambushed by the commandoes {see 
  Dealing with Intruders - page 18). 
  QUAZZT'S DEPRESSION (Events/Encounters) 
  
  18 
  Security Devices 
  The security devices which protect the 
  Sanatorium are shown on Plan 3 : 
  Infra-red Cameras (level 4): Hidden infra-
  red cameras surround the Sanatorium 
  and watch the roads . Cameras are also 
  used to observe areas within the Sana-
  torium . A successful Intuition check or 
  detect defences roll reveals these to the 
  characters . 
  Infra-red Beams (level 3): These cross 
  the approach road or a corridor in the 
  Sanatorium . When broken, they sound an 
  alarm in the security room (15). Char-
  acters wearing infra-red goggles auto-
  matically spot the beam, those on foot 
  have a chance to spot it equal to their 
  detect alarms/defences 
  roll. Characters 
  in a vehicle (unless it is travelling at less 
  than 15kph) do not notice the beam 
  across the road). 
  Voice Recognition Locks (level 6): A 
  computer-controlled 
  voice synthesiser 
  asks for the name and position of anyone 
  trying to open one of these locks . If no 
  reply is given, or if the computer has no 
  record of the voice, an alarm sounds in 
  the security room (15). 
  Door Locks (level 3): These are fitted to 
  all doors which are not fitted w ith voice 
  recognition locks. They lock shut if the 
  alarm is raised . All doors open and close 
  by sliding . Forcing a door requires a 
  Strength check at -25%. 
  Outside Doors (level 6): All outside doors 
  are in the form of airlocks which keep the 
  atmosphere in the Sanatorium at a toler-
  able level. The outer doors are locked with 
  a level 6 voice recognition lock and are 
  protected by an electrical field (level 3) 
  which 
  does 2d10 points of damage 
  unless first deactivated. Touching the 
  field or failing to deactivate it. trips an 
  alarm in the security room. The doors can 
  be easily opened from inside. 
  Intercoms (level 3): These wall -mounted 
  units are located in each room of the 
  Sanatorium. 
  Refuse Chute (see area 10) 
  The Sanatorium's refuse is disposed of 
  here by a maintenance robot. The bottom 
  of the chute has no security devices and 
  opensfromthecliffwall 
  ata height of 175 
  metres above the road (25 metres down 
  from the top of the cliff). There are plenty 
  of ledges and foot / hand holds. Char-
  acters attempting to climb the cliff (see 
  AD p20) with the a id of ropes wi II not fall 
  if they fail a Dexterity check, provided the 
  character supporting the rope makes a 
  successful Strength check at +30 (+40 if 
  using the gear from the KLC explorer) . 
  Without ropes, a failed Dexterity check 
  results in a fall to the bottom of the cliff. 
  Entering the chute requires a Reaction 
  Speed check . Characters who fail may 
  make a Dexterity check to catch hold of 
  the rock again, and failing this, they will 
  fall unless roped (see above). It takes 5 
  turns to climb the chute, during which 
  time the climber is showered with kitchen 
  refuse (make a Reaction Speed check to 
  avoid, or else be covered in decomposed 
  food and other trash) . Characters covered 
  in food smell terribly, but there are no 
  other effects . Once at the top, the PCs 
  must deal with the maintenance robot 
  (see KLC Robots - Pull-out Sheet VIII) . 
  Dealing with Intruders 
  If the PCs are observed trying to enter the 
  main doors, all the staff , apart from 
  commando #1 (see Security Room - area 
  15) wait for them in the reception area (1) 
  and attack as soon as the PCs enter the 
  building . In this case, they have armed 
  themselves with heavy weapons from the 
  weapons store (19). If the PCs success-
  fully enter the building undetected, the 
  staff are found in their routine locat ions 
  (indicated in the room descriptions). Only 
  the commandoes are armed , and then 
  only with handguns . 
  If the alarm is raised , David Dever, the 
  commandoes and the medical staff move 
  to the security room (15). They arm 
  themselves from the wall locker and 
  Dever calls up explorer patrol #2 which 
  arrives after 3 hours . All doors and 
  Computer Terminals : These level 1 com-
  elevators are locked via the controls in the 
  puters (shown on Plan 3) all have access 
  security room . Two security robots are 
  to the main, level 4 computer . Routine 
  sent to the PCs' last known location with 
  information 
  such as the number 
  of 
  orders to kill them . If possible, the robots 
  patients 
  is easily gained. Access to 
  are sent by different routes in an attempt 
  restricted files requires security to be 
  to surround the PCs. The third security 
  bypassed (see Computers -
  Pull-out 
  robot is sent to guard the entrance to the 
  Sheet VI). 
  maintenance room (10) if this appears to 
  QUAZZT'S DEPRESSION 
  (High Peaks Sanatorium: areas 1-3) 
  be under threat, otherwise it is sent after 
  the PCs. If the security robots are de-
  feated, Dever directs the four comm-
  andoes (over their chronocoms) to hunt 
  the characters 
  down . Dever and the 
  medical staff defend the security room . 
  Once reduced to 30 Stamina points or 
  fewer, Dever attempts to escape, and at 
  this point the medical staff surrender. 
  THE STAFF 
  Manager : Dr. Martin Boot (alias David 
  Dever). 
  4 Guards : Commandoes #1-4 (see KLC 
  Commandoes - Pull-out Sheet V). 
  3 Medical staff : #1 - Dralasite , #2 -
  Human , #3 -
  controlled 
  Vrusk ; all 
  average ability (AD p59), Medical 5 
  and Beams weapons 1 (RW - 33%); 
  when armed, they each have a Laser 
  pistol, a Skeinsuit , and an Albedo 
  screen (Beltpack 50 SEU). 
  CHAMBERS 
  All chambers 
  have overhead lighting, 
  controlled 
  by dimmer switches on the 
  wall by each door. 
  1. Reception 
  Guarded by commando #2. A monitor 
  screen provides a clear view of the main 
  door and allows visitors to be scanned 
  before being admitted . 
  2 . Garage 
  Contains a ground truck and two ground 
  cars . All are unarmed and fully oper-
  ational. A techkit lies on a workbench 
  along with spare parts for the vehicles. In 
  the middle of the floor is an inspection pit 
  with a concealed doorway which leads to 
  the secret garage (area 14). The door has 
  a level 2 alarm on it. 
  3a-c. Elevators 
  Vis ible cameras (level 3) are mounted in 
  all the elevators and transmit images to 
  the security room (15). The staff (3a) and 
  equipment 
  (3b) elevators link all four 
  floors of the building . The doors (level 4) 
  can be sealed from the security room and 
  doze gas can be sprayed into the elevator, 
  persisting for one turn. The guest elevator 
  (3c) does not call at the secret KLC level. 
  The cameras here are concealed (level 5). 
  There is a trapdoor in the ceiling of each 
  elevator which 
  allows access to the 
  cables 
  above . Characters 
  making 
  a 
  Strength check at +30% will be able to 
  
  climb up the elevator shaft to the next 
  floor. Failure results in 1 d5 points of 
  damage plus 4 points per floor fallen . 
  4. Kitchens 
  Eating and food preparation area . Abun-
  dant supplies of food are kept here . 
  6. Staff and Guest Rooms 
  Comfortable rooms for staff and guests / 
  patients . 
  6. Balconies 
  The balconies are surrounded by high-
  tensile glass. All contain house plants 
  and provide a panoramic view of the 
  mountains . 
  7. Lounge/garden 
  Unless the alarm has been raised (see 
  Dealing with Intruders - page 1 8), comm-
  ando #3 and medic #3 are in here playing 
  cards. Easy chairs and coffee tables are 
  dotted around this luxuriant lounge . The 
  adjoining 
  balcony is filled with many 
  exotic plants. A well-stocked bar stands 
  in one corner . 
  8. Operating Theatre 
  If the alarm has not been raised , medics 
  #1 & 2 are in here completing 
  an 
  operation on a Vrusk executive . If the 
  alarm is raised , the room is quickly 
  evacuated and the Vrusk is put in a freeze 
  field . If the Vrusk is removed from the 
  field, major surgery is required immediate-
  ly to prevent his death . This room contains 
  three complete medikits, 80 doses each 
  of all available medical drugs (except 
  telol) and qualifies for use as a hospital. 
  Inside a metal box on a table are six 
  implants. The computer terminal 
  here 
  has interface cables which can be att-
  ached to an implant for programming . An 
  interface computers roll followed by a 
  manipulate 
  programs 
  roll (count the 
  program as level 4) displays a number of 
  pre-specified options suitable for pro-
  gramming an implant, and for specifying 
  a date for them to be put into effect. The 
  implants have not been primed so there is 
  no danger of them exploding . The box is 
  stamped with the "Trojan Enterprises" 
  logo. 
  9. Gymnasium 
  Contains gymnastic equipment. 
  10. Maintenance Room 
  Contains the Sanatorium's power gener-
  ator (level 6), a back-up generator (level 
  4), refuse disposal facilities 
  and life 
  support equipment 
  (level 4). A main -
  tenance robot is throwing kitchen waste 
  down the refuse chute . It attempts to 
  throw any characters climbing up the 
  chute back down it. It does not attack 
  characters who enter via the door, unless 
  interfered with, or unless directed to by 
  the main computer . 
  A technician who successfully operates 
  machinery can turn individual items of 
  equipment off . All pieces of equipment 
  are wired into the main computer, and 
  tampering with the machinery without 
  first deactivating 
  the alarms (level 5) 
  sounds an alarm in the security room 
  (15). The computer responds by sending 
  two security robots and directs the main-
  tenance robot to investigate . 
  Turning the power generator off activates 
  the back-up generator . The lights briefly 
  go off while the back-up generator powers 
  up. The computer then directs the main-
  tenance robot to fix (or turn on) the main 
  generator . Switching 
  off the back-up 
  generator as well, cuts all power to the 
  building, 
  and all items of equipment 
  cease functioning -
  apart from the main 
  computer (see area 16), the robots and 
  vehicles . Doors cannot be opened unless 
  forced (see Security Devices - page 18). 
  Turning off the life support results in slow 
  decompression of the building , and unless 
  the computer has been dismantled , an 
  alarm sounds in the security room 10 
  minutes after the life support is shut 
  down . The KLC have breathing apparatus 
  stored in the security room, if they get to 
  this they are unaffected 
  by the thin 
  atmosphere. 
  11. Stores 
  Contains standard non-perishable supp -
  lies such as blankets, clothing, spare 
  lighting panels , and so on . 
  12. Robot Stores 
  The Sanatorium 's robots are stored here 
  when not performing routine tasks. Conn-
  ections in the walls allow the robots to 
  recharge their parabatteries . Two robcom-
  kits and spare parts lie on a table . 
  The KLC Level 
  13. Secret Entrance 
  This entrance 
  is concealed from the 
  outside by a holographic projection of a 
  19 
  14. KLC Garage 
  Contains two unarmed explorers, one of 
  which has a broken drive shaft. Comm-
  ando #4 is in the inspection pit with the 
  part ially repaired drive shaft (1 hour's 
  repair needed) and a techkit. She will not 
  notice the PCs for 3 turns . Spare parts are 
  on a workbench . 
  16. Security Room 
  Commando #1 will always be in here. 
  Monitor 
  screens 
  line one wall, 
  and 
  beneath them on a console are switches 
  for opening and sealing all doors in the 
  building . A sub-space radio and a radio-
  phone are on the desk . Next to them is a 
  hand -written 
  message concerning 
  the 
  landing of a shuttle at the secret KLC 
  shuttlepad (areas S1-S5 - see page 20): 
  " Docked at pad this morning. 
  Have 
  supplies 
  onboard , request 
  pick-up. 
  Have experienced electrical problems . 
  Please inform Artemis Base that return 
  will be delayed a few days until problem 
  rectified .'' 
  Stored in an unlocked wall locker are the 
  staff's defences and weapons (see The 
  Staff-
  page 18); plus 12 sets of breathing 
  apparatus , three flashlights, three infra-
  red goggles, two magnigoggles , and three 
  toxy-rad gauges. 
  16. Computer Room 
  Contains a single , level 4 computer with 
  the following programs : Life Support 3; 
  Analysis 3; Information Storage 3; Install-
  ation Security 3; Maintenance 3; Commun-
  ication 4; Computer Security 4 and Robot 
  Management 
  4. The computer 
  has a 
  built -i n type 2 parabattery, as an emer -
  gency power source . 
  Adjacent to it, but not connected, is a 
  transmitter /receiver which is tuned in to 
  Kraatar's datagrid. A successful interface 
  computers 
  roll allows a specialist 
  to 
  attach this device, and use it to tap into 
  other computers . When not in operation 
  the device is disconnected, to remove the 
  computer from the grid . Information held 
  in this computer is detailed on Pull-out 
  Sheet VI: Computers . Information 
  on 
  files classified 
  as public can also be 
  gained from interrogating the Sanatorium 
  staff, and restricted data is known to 
  Dever himself, although he will need a 
  dose of telol to be persuaded to talk. 
  rock wall. A careful search of the area 
  Provided with this information, 
  Zzik'Ti 
  reveals the doors behind . The doors are 
  will be able to capture and convict all 
  locked with a level 6 voice recognition 
  known KLC members, and neutralise all 
  lock (see Security Devices - page 18). 
  Vrusks with implants. 
  QUAZZT'S DEPRESSION (High Peaks Sanatorium: areas 4-16) 
  
  20 
  17. Dever's Office 
  If the PCs have entered the Sanatorium 
  undetected , Dever is interrogating Sa'Shr' 
  lt'Rezz, who is drugged with telol. Other-
  wise the Vrusk is here alone . Two monitor 
  screens sit on a desk next to a subspace 
  radio. As the PCs enter, the radio is re-
  ceiving a coded message from Lagrange. 
  This is stored in the radio and a computer 
  specialist can decode it with a display 
  information roll . The message reads: 
  "Artemis Base to High Peaks. Excelsior 
  proceeding 
  on schedule . launch 
  imminent! Soon Kraatar will be ours 
  and the Vrusk 
  no more. Prepare 
  Operation Groundswell ." 
  On the desk is Dever's half -finished 
  investigation regarding the likely effects 
  of the missile 
  on Kraatar's 
  ecology . 
  Reams of scientific 
  data describe the 
  nature of the missile 's payload, its develop-
  ment at the mining base and the plan to 
  release it into Kraatar's atmosphere . It 
  then goes onto consider the effects of the 
  virus on Kraatar's ecosystem, but this 
  section is inconclusive . An environment-
  alist studying this for 2 hours and making 
  a successful 
  analyze ecosystems 
  roll 
  realises the enormity of the devastation 
  that the missile will wreak on Kraatar's 
  ecology (see Jack Leg range; The Fumiga 
  Virus - Pull-out Sheet Ill). 
  1 8. Barracks 
  Each room has facilities for 20 people. 
  Both are presently unoccupied . 
  19. Weapons Store 
  If the PCs attempt to enter through the 
  main entrance, the staff arm themselves 
  from the KLC weapon supplies here: 
  400 powerclips 
  51 power beltpacks 
  22 laser rifles 
  37 power backpacks 
  37 laser pistols 
  17 gyrojet rifles 
  28 automatic rifles 46 automatic pistols 
  3 machine guns 
  1 recoilless rifle 
  1 rocket launcher 
  3 swivel mounts* 
  Ammunition : 
  342 bulletclips for the automatic rifles 
  475 bulletclips for the automatic pistols 
  207 jetclips for gyrojet rifles 
  50 machine gun belts 
  25 recoilless rifle shells 
  23 rockets 
  Defences: 
  120 skeinsuits (100 military, 20 civilian) 
  28 albedo suits 
  30 inertia screens 
  25 albedo screens 10 gauss screens 
  3 sonic screens 
  Miscellaneous: 
  500 grams of Tornadium D-19 
  50 variable timer / detonators 
  70 vials of solvaway 
  200 allweather blankets 
  50 infra-red goggles 
  10 infra -red jammers 
  50 breathing apparatus 
  20 magnigoggles 
  12 radiophones 
  10 toxy -rad guages 
  100 holoflares 
  Leaving the Sanatorium 
  KLC explorer patrols #2 & 3 encounter the 
  PCs after they leave the Sanatorium . 
  They pursue the PCs in an attempt to stop 
  them reaching either the shuttlepad or 
  Quazzt. The first patrol catches up with 
  the PCs 1 hour after they leave the 
  Sanatorium, the second 1 hour later . 
  THE SHUTTLEPAD (Plan 4) 
  The shuttlepad lies within a meteor crater 
  and is guarded by another KLC commando 
  team (# 1-3), a security robot and the 
  shuttle's 
  pilot. The KLC commandoes 
  have been informed of the PCs' approach 
  by KLC in a pursuing 
  explorer. The 
  commandoes have taken up the positions 
  marked on Plan 4, and open fire as soon 
  as the PCs leave their vehicle or enter the 
  crater . The robot is within the cave. A 
  successful Intuition check is necessary to 
  reveal the position of each commando, a 
  failed roll indicates 
  that a particular 
  commando is unseen by the PCs. 
  S1. The Shuttle 
  The shuttle lies under a camouflage net 
  but is clearly visible to anyone in or within 
  10 metres of the crater . The shuttle is 
  currently inoperative as part of its elec-
  tronics system has been removed for 
  repair to the maintenance room (S4). 
  The shuttle is an improved version of the 
  uniforms with matching hoods and visors 
  (as worn on Artemis Base - see page 21 ). 
  Shuttle Computer 
  Contained in the small flight computer 
  are two sets of co-ordinates and Diagram 
  4. An enviromentalist can identify one set 
  as the location of the shuttlepad and the 
  other as a point on Setarz, Kraatar's 
  second moon . The Diagram is a represent -
  ation of Artemis Base, Lagrange's moon-
  base. Various clearance and access codes 
  are also held in the computer and are 
  used to bypass the security 
  around 
  Artemis (see Journey to Artemis - page 
  21 ). By interrogating the pilot (see area 
  S2), the PCs may discover where the 
  docking areas are and what the defences 
  are (see Security Devices - page 22). 
  The Cave 
  The cave's entrance is concealed by a 
  holographic projection of a rock wall . A 
  careful search of the area reveals the 
  doors behind . The doors are made of steel 
  and sealed with a level 3 lock. Inside, the 
  PCs are met by a KLC security robot which 
  attacks until destroyed . 
  S2. Communications Room 
  This area contains a radiophone and a 
  subspace radio. The shuttle's pilot is in 
  here, desperately trying to contact Artemis 
  Base, but a stellar flare is preventing all 
  communications. 
  The pilot is wearing a 
  standard Artemis base uniform (see Staff 
  - page 21 ). She has technician 
  6 and 
  computer 1 but is otherwise an average 
  Human (see AD p59), armed with a doze 
  grenade and a laser pistol (3 powerclips 
  - RW 23%). She will surrender when 
  reduced to 25 Stamina points . 
  S3. Living Quarters 
  Standard sleeping / living quarters .There 
  is nothing of use to the PCs here . 
  S4. Maintenance Room 
  Part of the shuttle's electronics system is 
  in here . It has been overhauled and takes 
  a technician an hour to refit in the shuttle . 
  S6. Store Room 
  This area is currently empty. 
  Flying the Shuttle 
  Grenades: 
  standard shuttle and is capable of inter-
  Once the electronics system has been 
  20 doze 
  40 fragmentation 
  planetaryflight
  . It can hold 10 passengers 
  reinstalled, 
  the shuttle 
  can be flown 
  20 incendiary 
  25 smoke 
  including the pilot . The entry airlock has a 
  (automatic 
  success) by either Sa'Shr' 
  30 tangier 
  level 3 lock. In a locker inside are two 
  lt 'Rezz, or by the KLC pilot (under duress), 
  • (see KLC Explorer Patrols - Pull-out Sheet VJ 
  pairs of magnetic boots and two light blue 
  or by any PC with technician 6. 
  QUAZZT'S DEPRESSION 
  (High Peaks Sanatorium: areas 17-19/The 
  Shuttlepad) 
  
  EPSILON SECTION: 
  ------.. 
  I 
  ,str'/ 
  THE DARK SIDE OF THE MOON 
  Time is short for both the PCs and 
  Kraatar . Unless they move very quickly 
  indeed, they will fail to get to Artemis 
  Base in time to stop the launch of the 
  missile (see below) . Once on Artemis, 
  they must deal with 
  Jack Legrange, 
  seemingly 
  risen from the dead and 
  looking every bit alive . 
  The Blockade 
  Following Vist'Lat's expulsion from the 
  Commercial Council (see page 13), Vist'-
  Lat has closed the starport in an a~empt 
  to disrupt Kraatar's economy and secure 
  their own economic dominance. If the 
  PCs contact RIK Zzik'Ti, they learn that 
  there are no spaceships , and no vessels 
  capable of interplanetary flight currently 
  in the system . The only way they can get 
  to Setarz is by using the KLC's own 
  shuttle (see page 20). 
  The Missile Launch 
  In this section, the launch of the missile is 
  an imminent event (you should ensure 
  that the PCs are aware of this - see area 
  17, page 20). When they arrive at Artemis 
  Base, the countdown is being broadcast 
  into every area from the missile control 
  room (23), and this will continue until the 
  missile is launched. The PCs have 20 
  minutes in which to halt the launch of the 
  missile. If they fail to do so, which is 
  highly likely considering the time con-
  straints upon them, they have a further 4 
  hours to break into the computer and 
  activate the self-destruct on the missile 
  from the control room . 
  JOURNEY TO ARTEMIS 
  It will take 12 hours to travel to Setarz in 
  the KLC shuttle, during which time the 
  PCs will be in zero gravity (see AD p20) . 
  The information 
  found in the shuttle 
  (page 20) plots the approach orbit round 
  the dark side of Setarz, and stresses the 
  need for radio silence 
  at all times . 
  Breaking radio silence will alert the base 
  (see Raising the Alarm - page 22). Once 
  round the dark side, the shuttle picks up a 
  beacon signal , and lights flash on the 
  console as it is manoeuvred 
  by the 
  automatic 
  docking system . Failing to 
  follow this approach will raise the alarm 
  and the PCs will be met in the Docks' 
  terminus (area 3) by all the zero-g security 
  robots and all available technicians. Inter-
  fering with the controls will have no 
  effect. unless the PCs disconnect the 
  shuttle's onboard computer . Doing so, 
  however, alerts the docking crew (area 2). 
  THE APPROACH (Diagram 4) 
  If the PCs do not follow the approach path 
  dictated by the shuttle computer, you will 
  need to amend this boxed description : 
  The shuttle continues to manoeuvre 
  over the dark side of the moon . 
  Below, a light suddenly appears 
  and grows , as the bottom of a crater 
  slides away revealing a landing 
  pad. The shuttle slowly descends 
  into the crater until it rocks to a ha It. 
  A thrumming sensation begins to 
  vibrate the shuttle as the landing 
  pad descends into the moon . 
  The landing pad is magnetised and holds 
  the shuttle securely as it carries it down 
  to the docking bay (area 1 ). Meanwhile 
  the doors sealing the crater close . 
  ARTEMIS BASE 
  Artemis Base was cut out of the rock of 
  Setarzwith mining lasers. Setarz 's gravity 
  is negligible and zero gravity consider-
  ations apply (see AD p20 & 26). To 
  compensate for this, a huge revolving 
  wheel was constructed 
  beneath 
  the 
  moon 's surface . This wheel is known as 
  the "Carousel" and houses Artemis' pop-
  ulation along its rim , where gravity is 
  maintained 
  at .6g. Another five areas 
  form the rest of Artemis -
  the Docks 
  (Zone I), the Transport Tunnel (Zone II), 
  two distinct power plants (Zones Ill and 
  IV), and the Missile Silo (Zone V). All of 
  these areas have negligible gravity and 
  steel floors for ease of movement -
  all 
  occupants are issued with 
  magnetic-
  soled boots, and convenient handholds 
  are spaced throughout the base. 
  Transport System 
  Travel between the various areas of the 
  base is via a magnetic transport system . 
  Steel rails run along the wall surfaces 
  and small cars containing personnel and 
  cargo travel along them . There are two 
  types of car -
  magnitruks 
  and cargo 
  trailers . Both cars are 1.5 metres wide 
  and 2.5 metres long. A magnitruk con-
  ta ins a magnetic generator and can hold 
  two persons in an uncovered area. The 
  rear half contains a cargo area covered by 
  a semi -circular lid -
  items can be placed 
  or strapped into this area and the lid 
  closed to stop them from falling out . 
  Cargo trailers have no motive power of 
  their own, being simply larger versions of 
  the magnitruk's cargo area . Up to four 
  characters may be concealed in here . 
  The system is fully automated and com-
  puter controlled . Magnitruks 
  can in-
  crease/decrease their speed by 20 metres 
  per turn and can reach a top speed of 
  60kph . Call buttons are found at each of 
  the termini and, after pressing the button , 
  a magnitruk arrives in approximately 5 
  minutes . Magnitruks 
  have an intercom 
  and a control panel with eight coloured 
  buttons . The colours 
  correspond 
  to 
  various areas of Artem is base: Orange 
  - the Docks; Blue - Power Plant 1; Purple 
  - Power Plant 2; Yellow - Carousel Re-
  creation area ; Black - Carousel Science 
  area; Brown - Carousel Command area; 
  Green - the Missile Silo . There is also a 
  clearly-labelled
  , red, emergency 
  stop 
  button. Pressing a button (other than the 
  emergency stop), ca uses the magnitruk to 
  travel to the designated destination where 
  it waits until given a new destination or 
  until directed by the computer. Pressing 
  the emergency 
  stop button halts the 
  magnitruk and transmits a radio signal to 
  the security room. From there, a guard 
  calls the truk to ascertain the nature of 
  the problem and whether assistance is 
  required . If so, a zero -g or normal main-
  tenance robot (depending on the location) 
  is then sent to sort out the problem . The 
  magnitruk can be restarted by pressing 
  the red button again . In case of power 
  failure, handholds are regularly spaced 
  along the transport shafts . 
  Weapon damage is calculated as if it were 
  a normal vehicle (AD p32). A result of 
  steering jam cuts out the magnitruk 's 
  drive and causes safety interlocks to stop 
  it (this result is not possible if firing at the 
  rear of a magnitruk) . A result of 27+ 
  destroys the magnitruk and inflicts 1d10 
  points of damage to each passenger . 
  Staff 
  There are 16 support personnel at Ar-
  temis, responsible for the incubation of 
  the virus, the construction of the missile 
  and general 
  maintenance 
  duties . In 
  addition 
  there are 5 security 
  guards 
  DARK SIDE OF THE MOON (Journey to Artemis/ Artemis Base) 21 
  
  (commandoes) and 7 security robots (4 
  zero-g and 3 normal - see Pull-out Sheet 
  VIII) . The racial mix is predominantly 
  Human , with only one Yazirian and two 
  Dralasites presently on Artemis . All Ar -
  temis personnel wear light blue, hooded 
  coveralls and carry emergency breathing 
  apparatus in case of an air leak. Support 
  staff are unarmed , but if the alarm is 
  raised they draw weapons and albedo 
  screens from the security room (area 22). 
  Security Devices 
  There are fewer security devices than at 
  the Sanatorium, but they all conform to 
  the same specifications (see page 18). As 
  at the Sanatorium, the security systems 
  are monitored 
  from a security 
  room . 
  During the prelude to the missile's launch 
  the security guards are concentrating on 
  the missile launch pad and will only 
  notice intruders if they trigger an infra-
  red beam, fail to deactivate any relevant 
  alarms or defences, or if they are con-
  spicuously wandering 
  around without 
  wearing Artemis Base uniforms . Vrusk 
  characters passing in front of an active 
  camera will be spotted by the guards 
  automatically and the alarm raised . 
  Raising the Alarm 
  If the alarm is raised, security robots are 
  sent to deal with intruders, while support 
  staff arm themselves from the security 
  room and then seek them out . The guards 
  do not leave their positions unless their 
  duties have been fulfilled . 
  Computers 
  All terminals 
  are level 1 computers 
  (shown on the plans of Zones I-VI) and 
  have access to the main level 4 computer . 
  The missile launch computer (see area 
  23) is concerned solely with the launch of 
  the missile , and has no contact with the 
  other computers . 
  THE DOCKS (Zone I) 
  1 . The Shuttlebay 
  After descending 50 metres, the landing 
  pad stops and a flexible, opaque docking 
  tube extends from the shuttlebay's door 
  to connect to the shuttle's airlock. The 
  tube is pressurised and has handholds 
  along its length. At the end of the tube is 
  an airlock into the base. During cargo 
  loading and unloading, the whole landing 
  bay is pressurised . Through the shuttle's 
  forward viewscreen the PCs can see the 
  two technicians in the control room (see 
  below) . Once the tube has attached itself 
  to the airlock, the voice of the Dralasite 
  technician 
  comes over the intercom , 
  "Tube now pressurised. Report to security 
  room for debriefing . Welcome home ." 
  Characters leaving the shuttle are con-
  cealed by the docking tube and are not 
  seen by the technicians . 
  22 
  DARK SIDE OF THE MOON (The Docks: areas 1-3) 
  2 . The Control Room 
  The control 
  room contains 
  monitor 
  screens. a computer terminal and controls 
  for opening and closing the shipbay and 
  shuttlebay doors . Glass panels look out 
  over the shuttlebay and shipbay, allowing 
  the two technicians 
  (1 Human and 1 
  Dralasite) clear views of the bays. The 
  technicians 
  have average abilities (AD 
  p59) and have no weapons or defences . If 
  they suspect that something is wrong, 
  they will attempt to alert the security 
  room using the intercom. 
  3. The Terminus 
  This magnitruk terminus allows access to 
  the Docks. In the middle of the floor is a 
  transport shaft sealed by a large, retract-
  able pressure door . Running up through 
  the door and around the chamber are the 
  steel rails of the system . By each door is a 
  call button for a magnitruk . 
  Entering this area, the PCs will hear the 
  missile countdown 
  for the first time, 
  "Excelsior launch now due in 20 minutes 
  and counting ... " The countdown 
  con-
  tinues until the missile is launched . After 
  a few moments the pressure door hisses 
  and retracts revealing the shaft descen-
  ding into the moon. A magnitruk pulling a 
  cargo trailer arrives . It carries two tech-
  nicians -
  a Human and a Yazirian . 
  Unless there are Vrusk visible, the tech -
  nicians get out of the magnitruk when it 
  stops (using their 
  magnetic 
  boots to 
  anchor themselves 
  to the floor) and 
  unload a zero-g maintenance robot (see 
  
  ------, 
  I 
  ,t:-1·' I 
  Pull-out Sheet VIII), which 
  they are 
  taking to the maintenance 
  area (7). 
  Characters not in Artemis Base uniform 
  are noticed and challenged at this point. If 
  there are any Vrusk present, the tech-
  nicians are momentarily stunned (1 turn), 
  before they attempt to flee down the 
  transport shaft to raise the alarm. The 
  technicians have no weapons or defences 
  and have average abilities . 
  4. Shuttlebay #2 
  The shuttle here is fully fuelled . It takes 
  30 minutes to ready it for flight . 
  5. The Shipbay 
  The shipbay is simply a larger version of 
  the shuttlebay, capable of housing space 
  ships . ft is currently empty. 
  6. Secondary Control Room 
  Similar to the main control room, but 
  unoccupied. 
  7. Maintenance Chambers 
  These areas hold spare parts for the 
  shuttles and equipment for carrying out 
  repairs . A zero-g maintenance robot is in 
  each chamber (see Pull-out Sheet VIII) . 
  The robots attack only in self-defence or if 
  instructed by the main computer . 
  8. Fuel Supply 
  These large tanks hold fuel ready to 
  supply shuttles and spaceships . Blowing 
  up these tanks with Tornadium D-19 will 
  destroy the dock section, killing everyone 
  in the docks and the transport shaft as far 
  down as the Interchang e (see area 9). 
  TRANSPORT TUNNEL (Zone II) 
  Once given a destination, 
  magnitruks 
  leave the terminus through the hole in 
  the floor . Characters not strapped in the 
  magnitruk 
  when it starts to descend , 
  require a Strength check to stay in it. 
  Otherwise the momentum of the magni-
  truk will continue to carry them forwards 
  instead of down, hurling them into the 
  wall for 1 d5+ 10 points of damage (a 
  Reaction Speed check w ill reduce this to 
  1 d5 points). During the descent to the 
  intersection, the magnitruk will pass a 
  number of infra-red cameras and the 
  alarm 
  may be raised (see Security 
  Devices - page 22). 
  9. The Interchange 
  The transport rails from all four shafts 
  interconnect here; magnitruks are switch-
  ed to the applicable rail for their desti-
  nation by the computer. 
  As the PCs approach the intersection, 
  their magnitruk slows down and stops at 
  the edge of the globe. Another magnitruk 
  coming from the direction of the Carousel 
  appears in the globe and travels into the 
  shaft leading to the docks. The PCs see a 
  technician and a guard in the magnitruk. 
  The magnitruk's 
  occupants ignore the 
  PCs unless they are obviously intrude rs, 
  in which case the technician attempts to 
  raise the alarm while the guard fires with 
  his laser rifle. They do not stop. If the PCs 
  allow them to pass without incident, the 
  technician and guard travel to the second 
  shuttlebay . If they see any bodies in the 
  terminus, 
  they immediately 
  raise the 
  alarm . As soon as the technician's magni-
  truk is clear of the intersection, the PCs' 
  vehicle resumes its journey . 
  POWER PLANT /LIFE SUPPORT 
  (Zones Ill & IV) 
  Artemis Base has three distinct power 
  plants and life support systems . In the 
  event of the breakdown of one plant. the 
  other plants simply increase their output. 
  To shut down the power or life support on 
  Artemis, the PCs have to close down all 
  three plants . The layouts of power plants 
  one and two are identical; power plant 
  three is described on page 24. 
  10. Power Room 
  Half of this chamber houses a power 
  generator (level 6) and the other half 
  contains life support equipment (level 4). 
  Both items are protected by an electronic 
  field (level 3)which inflicts 3d10pointsof 
  electrical damage each time it is touched. 
  A technician who successfully operates 
  machinery can turn off these pieces of 
  equipment . However, they are both linked 
  to the main computer, and tampering 
  with the machinery without first deacti -
  vat ing the alarms (level 5) alerts the 
  security room (22) . The computer sends a 
  zero-g 
  security 
  robot and a zero -g 
  maintenance robot to investigate . 
  11 . Robot Stores 
  Zero-g robots are stored here when not 
  performing routine tasks. Connections in 
  the walls allow the robots to recharge 
  their parabatteries . Two robcomkits and 
  spare parts lie on a table. There are two 
  maintenance robots and a security robot 
  in each of these areas . 
  12. Repair Room 
  A Dralasite technician (Zone Ill only) is 
  currently repairing a magnitruk in here . 
  There are another two magnitruks in the 
  23 
  room as well as two techkits and spare 
  parts. The repair room in Zone IV is 
  currently empty. 
  THE MISSILE SILO (Zone V) 
  The Missile Silo is a restricted 
  zone, 
  carefully guarded and continually scann-
  ed by cameras. PCs approaching this area 
  automatically 
  raise the alarm in the 
  security room (22). 
  13 . Terminus 
  Warned by the computer of the approach 
  of an unauthorised 
  magnitruk, the two 
  guards in area 14 have instructed two 
  zero-g security robots to attack the PCs as 
  soon as they arrive . 
  14. Missile Monitor Room 
  A bank of four monitor screens in here 
  gives a view of the missile silo (with or 
  without a missile depending on the time 
  of the PCs' arrival). Another four screens 
  give views of the terminus . The two 
  guards are crouching behind a desk and 
  aiming at the door . They fire as soon as it 
  is opened. If the missile has already been 
  launched they fight until reduced to half 
  stamina and then surrender . Otherwise 
  they fight until the missile is launched or 
  they are killed . 
  15. Fuel 
  The fuel tanks are empty. 
  16 . Missile Silo 
  The missile was assembled here from its 
  various components, and is supported by 
  steel gantries . If the missile has been 
  launched, the blastdoor will not normally 
  open ; if forced open, the PCs will be 
  exposed to vacuum as the area has not 
  been repressurised. They have 1 turn in 
  which to close the door, and failure to do 
  so results in their deaths . If the launch 
  has not taken place, the PCs may be able 
  to stop it. The missile 
  has a robot 
  guidance system (level 4), and is guarded 
  by a security lock. The missile's mission is 
  to travel to Kraatar and explode its 
  warhead in the upper atmosphere . Its 
  function is to approach Kraatar at maxi-
  mum acceleration and then decelerate, to 
  avoid burning up in the atmosphere . 
  Using the controls in the monitor room, a 
  technician 
  can drain the rocket's fuel 
  back into the fuel tanks . This requires the 
  defences on the controls to be deactivated 
  (level 4) and takes 10 minutes to drain 
  sufficient fuel to prevent the missile 's 
  launch . 
  DARK SIDE OF THE MOON (Artemis Base: areas 4-16) 
  
  24 
  The missile can be destroyed by 200 
  grams of Tornadium D-19, but this re-
  leases the virus into the silo . Fortunately, 
  the PCs have 3 hours before it con-
  taminates the rest of Zone V, but over the 
  next day it spreads throughout Artemis . 
  THE CAROUSEL (Zone VI) 
  The Carousel revolves constantly 
  and 
  maintains a gravity of .69. Motive power 
  for the Carousel is provided by a power 
  plant which is only accessible from the 
  security room. 
  17. The Lifts 
  Access to the Carousel is by a set of three 
  lifts. The magnitruks drive onto the lift 
  sections and wait a few seconds while 
  one of the " spokes" of the Carousel lines 
  up underneath. 
  The central computer 
  then activates the lift, turning the car to 
  maintain correct orientation to the gravity . 
  ~s the lift 'descends' the occupants feel 
  the gravity increasing . At the bottom the 
  lift doors open and the car then drives to 
  one of the disembarkation areas . 
  Carousel Recreation Area (VI/ A) 
  Bedrooms and recreation facilities are 
  provided here for Artemis' staff. They are 
  similar to those found at the Sanatorium 
  and contain nothing unusual. Unless the 
  alarm has been raised, there are three 
  support 
  personnel 
  in the rest room 
  watching the launch (or progress of the 
  flight) on a monitor screen. 
  Carousel Science Area (Vl/8) 
  This area contains the engineering sec-
  tion, the laboratory, 
  virus 
  incubation 
  room, virus storage rooms, and the base's 
  hospital. The rooms holding the virus are 
  now sealed and have been decontamin-
  ated. The hospital contains three implants 
  and four medikits . The engineering sec-
  tion dealt with construction of the missile 
  and robots, and now contains only two 
  techkits and some robot / missile spares . 
  There are four support staff in the lab area 
  watching the progress of the missile . 
  check . Opening the doors without first 
  deactivating the alarm (level 3) will alert 
  the guards in the security room. 
  18. Security Doors 
  These doors are guarded by a security 
  robot. 
  19. Radio Room 
  A subspace radio is on the desk here . 
  20. Computer Room 
  Artemis' single, level 4 computer is in 
  here. It has the following programs : Life 
  Support 3, Analysis 3, Information Stor-
  age 3, Installation 
  Security 3, Main-
  tenance 3, Communication 4, Computer 
  Security 4, Robot Management 4 and 
  Transport 4. An unconnected transceiver , 
  tuned to Kraatar 's datagrid is next to it. 
  21. Legrange's Area 
  These rooms are luxurious, expensively 
  furnished and equipped with every facility . 
  22. Security Room 
  This is similar to the one at the Sana-
  torium . It is occupied by three guards and 
  a security 
  robot, 
  who attack 
  until 
  destroyed . 
  A wall locker contains 16 laser pistols, 16 
  albedo screens and 16 power beltpacks 
  for the support staff . 
  A hatch in the ceiling gives access to an 
  elevator which runs up the outside of one 
  of the 'spokes· to the hub of the wheel. 
  Located around the outside of the hub is 
  the third power plant, life support and the 
  machinery for operating the Carousel. 
  The equipment here is similar to that at 
  the other power plants . The machinery 
  for operating the Carousel is protected by 
  an alarm (level 4). There are always two 
  zero-g maintenance robots here. 
  ~AN 
  boasts about surgically altering Trans to 
  resemble himself and gloats over how 
  this fooled everyone . If given the oppor-
  tunity, Lagrange will proudly discuss his 
  plans in great detail. If the PCs attack 
  Lagrange or interfere w ith the missile 
  control equipment, he sets his cats on 
  them . Both cats use their rocket pro-
  pulsion to launch themselves at the PCs. 
  Lagrange meanwhile 
  drops through a 
  sliding hatch in the floor to a waiting 
  magnitruk . The magnitruk carries him to 
  one of the 'spokes' and then to shuttlebay 
  #2. Unless prevented, 
  he boards the 
  shuttle 
  and prepares for take-off (30 
  minutes) . If successful, he heads for the 
  Sanatorium on Kraatar, where he hopes 
  to start Operation 
  Groundswell 
  (see 
  below) . 
  The launch sequence is fully automated 
  and controlled by a specialised level 3 
  single computer . Destroying the computer 
  will not stop the launch . The launch can 
  be aborted (automatic success) using the 
  roboat management 
  program (level 4) 
  which interacts with the missile's robot 
  control. 
  Similarly, 
  if the missile has 
  already been launched, its course can be 
  altered, and the missile made to explode 
  harmlessly 
  using this program . To do 
  either requires security (level 2) to be 
  defeated(each attempt takes only 1 hour), 
  or bypassed. The PCs have a total of 4 
  hours following the missile's launch, and 
  may make repeated attempts to destroy 
  the missile. 
  FURTHER ADVENTURES 
  On returning 
  Kraatar in one of the 
  shuttles, the PCs are hailed as Frontier-
  wide heroes . Vist'Lat is closed down, 
  pending a full enquiry and Sik'Triksta take 
  over the starport . What happens next is 
  up to you . If Legra nge has escaped, Zzik'Ti 
  23. Missile Control 
  may capture him as he lands on Kraatar, 
  Numerous monitors provide views of the 
  or he may survive to lead his revolution. 
  missile silo and of Kraatar as seen from 
  Providing RIK have been informed by the 
  Setarz . Sat in front of the monitors by a 
  PCs about Operation Groundswell, they 
  bank of controls are three technicians 
  will be able to stop the KLC. However, the 
  responsiblefortrackingthemissile
  . Stan-
  mopping up of KLC activists will take a 
  Carousel Command Area (VI/C) 
  ding next to them is Jack Legrange. He 
  long time even if Legrange did not escape 
  This area contains Lagrange 's quarters 
  strokes one of his cats (see Pull-out 
  Artemis . Plenty of opportunities exist for 
  and the missile control room . The real 
  Sheet VIII) while the other entwines 
  the PCs to be involved in this . Legrange 
  Jack Lagrange is in the control room 
  itself around his legs. 
  may even escape offworld and the PCs 
  watching the progress of the missile (see 
  may be asked to track him down. In any 
  area 23). The lift to this section 
  is 
  When the PCs enter, Legrange continues 
  event, the Kraatar Commercial Council 
  restricted 
  until after the missile has 
  to stroke his cat, making no offensive 
  will reward the PCs with 100,000 Cr 
  released the virus into Kraatar's atmos-
  moves . He congratulates them on doing 
  each . If you are planning to expand your 
  phere and the doors do not open when the 
  so well, and (if the missile was success-
  campaign into the Star Frontiers® Knight 
  truk arrives at the bottom. A technician 
  fully launched) points out it is too late to 
  Hawks set, this reward could be a low-
  may open them with an opening locks 
  do anything , for he has succeeded . He 
  interest loan on a starship instead. 
  DARK SIDE OF THE MOON (Artemis Base: areas 17-23/Further 
  Adventures) 
  
SOURCE: textdata/thevault/Star Frontiers/Star Frontiers Adventures/SFAD6 Dark Side of the Moon.pdf