TEXT: Bloodsport
  A Savage Blue Planet scenario for 6 players
  by Mark Stout
  Introduction
  Many come to Poseidon to find their fortune, but end up eking out a living doing whatever they can 
  to survive. The homeless and destitute abound; people without the skills to work in built-up areas, or 
  survive out in the undeveloped wilds. Many die from causes both natural and unnatural, and missing 
  persons reports are filed by the handful every day. The amount of people reported missing in the areas 
  around Haven and Second Try jumped significantly in the past several months. The jump in reports 
  rather disturbingly coincides with the appearance of an illegal broadcast on CommCore. Somehow, 
  persons unknown are hacking into various CommCore satellites and broadcasting bloody, gladiator-
  style fights from a location somewhere in the Haven Cluster. The people depicted in these fights don't  
  appear to be skilled or willing, and most fights end in the death of one of the participants.
  The GEO, while stretched thin across the planet, can't afford to ignore outright murder for 
  entertainment. Last week during the broadcast, they finally managed to pinpoint the location to a small 
  island in the Dolphin Reef area of the Haven Cluster. A squad of individuals with different specialties 
  was hastily assembled and given the task of infiltrating the island, freeing those imprisoned, and 
  stopping the fights. If needed, they can call for transport off the island, although the GEO doesn't know 
  that communications are being jammed.
  Background
  The private military company Force Solutions was one of many that made the transition from Earth 
  to Poseidon. While there was always plenty of work on Earth for those with military training and low 
  moral fiber, Poseidon was said to be even more rife with opportunity. So it was that "Colonel" Jack 
  Clayton took his group of 50-odd ne'er-do-wells to Poseidon to cash in on a piece of the action.
  Unfortunately for Clayton and his men, the tales drew many other mercenaries to Poseidon, some far
  more talented or trustworthy. Also the employment options weren't near as rosy as stories made them 
  out to be. Incorporates tended to stick with their own security forces, going to mercenaries only when 
  they needed someone expendable or a scapegoat. The GEO didn't trust mercenary companies, and 
  almost never employed them. Even the criminal elements didn't want mercenaries, except for them to 
  join and be fully under their control. That left little, except employ by settlers or natives as protection, 
  and that didn't pay much except room and board.
  So after a year, Force Solutions found itself wandering from island to island looking for work while 
  living hand to mouth. One stop on a small island in the Dolphin Reef area turned their fortunes around. 
  The island was home to one tiny native village. No other entity had any claim to the island - it didn't 
  even have a name on the GEO survey report. The well-armed company quickly took over the island, 
  and enslaved the villagers to work for them, after making a few examples of defiant villagers to serve 
  as a warning. As his mercenaries settled into their new home, Clayton began working on ideas to make 
  money from their situation. He recalled something he had witnessed working for a small-time warlord 
  in East Africa. Captured enemies would be put into a pit with knives or no weapons, and the survivor of
  the fight would be allowed to live. Clayton surmised people would pay good money to watch people 
  fight to the death, and he was right.
  What money the mercenaries had was put into a pre-fab building to house the fights, a secure prison 
  to hold their prisoners, and barracks for the mercenaries, including a private cabin for Clayton himself. 
  Video recording equipment and a satellite uplink completed the setup. Clayton and several of his 
  subordinates traveled to Haven and made contact with the Gorchoff family and presented a proposal. 
  
  The mercenaries would obtain people and set up the fights, and the Family could run betting parlors, 
  with Clayton getting a small percentage of the earnings. The Family would have clean hands, except 
  for running illegal gambling operations, and would make good profit. The agreement was sealed.
  Force Solutions began rounding up participants from the lowest ranks of Poseidon society. The 
  homeless, destitute, addicts, and others began to disappear from the slums of Haven and Second Try. 
  Fisherman and prospectors who strayed too close to the island were also taken. In all there are usually 
  20 to 30 people held on the island at any one time. The broadcasts are held weekly and feature 3 to 4 
  fights. Most are one on one matches with 2 people, but Clayton has started trying "special events" 
  including a 4-way death match, and fights against Poseidon wildlife - namely a marsh devil that was 
  found on one of the captured boats.
  So far the mercenaries have been fortunate, as no one taken has been important or wealthy enough 
  to warrant a fast response. However, a young man taken from his small luxury yacht a week previous is
  actually the son of a prominent Hanover executive. Hanover has already determined the location of the 
  island, will dispatch a black ops squad to recover the boy, and then level the compound with rocket 
  salvos from their jumpcraft. This squad will show up while the characters are busy freeing the prisoners
  and dealing with the mercenaries, and will provide an extra level of danger and confusion.
  Events
  •
  The scenario begins in media res, with the characters approaching the island. They will have a 
  low resolution satellite map of the island, and have to decide where to land their boat. The 
  mercenaries have a communications jammer blanketing the area, so comm units don't work.
  •
  Characters have to travel some distance overland to reach the encampment, and face a few 
  threats along the way, including a Hangin' Joe.
  •
  Characters come across the native village. The villagers there will not aid the characters for fear
  of reprisals, but they won't give them away or attack. There are only 4 mercenaries guarding the
  village.
  •
  Information from villagers or captured mercenaries leads the characters to the main camp. 
  There they have to evade sentries to get inside the camp.
  •
  Once inside the camp, the characters see people in expensive clothing arriving by jumpcraft. 
  These people head into the largest building, the entrance which is watched over by 2 guards. Of 
  the three other buildings, only one is guarded (the prison).
  •
  Sneaking into the arena through the doors is nearly impossible, although a second door on the 
  east side of the building is not guarded on the outside (the prisoner entrance).
  •
  Sneaking into the prison requires taking out the door guards. The noise from the arena keeps 
  those guards from hearing a melee scuffle, although gunfire instantly alerts everyone.
  •
  Once the characters have gone inside the prison or arena and started freeing people, the 
  Hanover black ops team arrives and announces their presence by blowing up the barracks with 
  rocket fire from one of their jumpcraft. All hell breaks loose, and the characters have a chance 
  to take advantage of it, if they survive it.
  •
  The characters have to try to escape with the prisoners, while evading the black ops team and 
  the mercenaries. Their options are stealing a boat or two, or the mercenaries' cargo jumpcraft. 
  Either way there will be a final firefight between remaining mercenaries and their leader.
  
  Approaching the Island
  The characters were provided with a 14 meter long cutter to travel to the island. The Emergency 
  Rescue Team (ERT) cutter is a sturdy craft capable of handling Poseidon's bad weather without going 
  down. The boat can even right itself if capsized, handy if the pilot isn't that skilled. The ERT cutter has 
  a shallow enough draft to land nearly anywhere, except a beach, so the characters have options.
  A low resolution satellite map of the island was provided to the characters. The heavy cloud cover of
  Poseidon makes clear satellite imagery tricky, so this was the best to be had on short notice. An 
  encampment is visible on the northeast corner of the island in an area of obviously artificially cleared 
  foliage. Another fuzzy image on the south central side of the island could be a settlement of some kind, 
  but it's not clear enough to be sure.
  The characters will be initially approaching from the southeast side of the island, about 11pm at 
  night to avoid visual detection. At this point it is up to them where to land the boat. If they're not sure, 
  the GEO was kind enough to suggest they land on the northwest or southwest side of the island, to 
  minimize the risk of detection. The island is not large, about 6 km north to south, 7 km east to west.
  If they circle the island, artificial lights are visible from the northeast encampment. With a 
  successful Notice roll, a dock can be made out with telescopic optics, as well as a large building, about 
  the size of a small warehouse. On a raise the character can make out figures walking around the 
  building. On the south central side of the island, fires and torches are visible there, but the light is too 
  dim to make anything out, and too far for light enhancing optics to be effective.
  Small coves are present on the northwest and southwest sides of the island, sufficient for anchoring 
  the cutter. The southwest cove is completely safe, but the northwest cove is the lair of a polypod. The 
  beast is quite territorial and will whip tentacles up the side of the cutter and try to grab morsels off the 
  deck. The polypod will come up to the surface when attacking, and can be targeted by characters. The 
  polypod is a smaller one, with only 8 tentacles, and will retreat when all tentacles have been struck, or 
  it has taken 2 Wounds.
  Polypod (Wild Card)
  Polypods, as the common name implies, are multi-tentacle creatures similar in body form to Earth 
  squid, only much larger. 
  Attributes: Agility d6, Smarts d6 (A), Spirit d10, Strength d10, Vigor d10
  Skills: Fighting d8, Notice d8, Swimming d10
  Pace: – ; Parry: 6; Toughness: 10
  Special Abilities
  •
  Aquatic: Pace 10.
  •
  Large: Attackers add +2 to their attack rolls when attacking a polypod if they can get to the 
  body (tentacles don't count as large).
  •
  Size +3: The polypod is about 70 feet long including tentacles, and weighs 2000 pounds.
  •
  Tentacles: A successful hit partially entangles the victim penalizing all Strength and Agility 
  rolls by -2. A raise on the attack roll fully entangles and constricts the victim, inflicting Str+d4 
  damage. A successful Strength roll will free a partially entangled person, a raise is needed to 
  escape when fully entangled. A partially entangled victim may attack the tentacle. A tentacle has
  Toughness 3 and lets go when wounded once.
  If the players want to land somewhere else, they will have to swim to shore from the cutter, as it has 
  no small craft on board. This will require a successful Swimming check if they're laden down with 
  gear.
  
  Into the Jungle
  Once on the island, the characters may proceed in whichever direction they see fit. If they head for 
  the south central side of the island, they'll make it to the native village in about 3 hours. If they head for
  the main encampment, they'll get there in about 5 hours. Regardless of direction, they'll run into a few 
  hazards along the way. For more threats, use the marsh devil detailed in the mercenary camp.
  First is a small copse of needle bushes. The main body of this plant consists of a huge, beautiful 
  flower-like gourd that blooms year-round. The body of the plant, however, is surrounded by a tangle of 
  thorn-covered stalks and brambles that form an almost impenetrable thicket around the gourd. A 
  successful Notice roll will let a character notice the wicked thorns on the bushes, and a successful 
  Survival check will let a character know that the thorns contain a dangerous toxin. The needle bushes 
  can be avoided simply by walking around them. Anyone walking through the bushes must make a 
  successful Agility check or be scratched by a thorn, introducing a Venomous (+0) poison. The affected 
  character must make a Vigor roll. On a success, he takes 1 Wound and is Exhausted, on a raise he is 
  only Exhausted. On a failure, he becomes incapacitated and dies in 2d6 minutes. A successful Healing 
  check removes all effects of the poison, even for a dying character. 
  The second threat is from a creature known as a Hangin' Joe. Joes are arboreal mollusks that attach 
  to a tree and dangle tentacles onto the ground to trap creatures. Their hides are a mottled brown, but are
  typically covered with a thick mat of moss. Joes have 10 to 20 long, ropy tentacles (this Joe has 12) that
  look remarkably like hanging vines. These limbs are powerfully muscled and can reach 30 meters in 
  length. The Joe can sense the vibrations made by creatures walking near its tentacles, Anything walking
  into the area is surrounded by grasping tentacles which kill by constriction. The dead victim is then 
  hauled up to the Joe to be devoured. A Notice roll opposed by the Joe's Stealth roll is needed to spot the
  danger before the characters walk into the killing area.
  Hangin' Joe
  Attributes: Agility d4, Smarts d4 (A), Spirit d12, Strength d12, Vigor d10
  Skills: Fighting d6, Notice d8, Stealth d8
  Pace: 1; Parry: 5; Toughness: 8
  Special Abilities
  •
  Seismic Sense: Hangin' Joes sense prey through vibrations they make as they walk. They can 
  sense prey within 8” of any tentacle.
  •
  Size +1: A Joe can be up to 10 feet around, massing 600 pounds and having 100 foot long 
  tentacles.
  •
  Tentacles: Looking just like hanging vines, the tentacles grab anything that wanders into their 
  range. A successful hit partially entangles the victim penalizing all Strength and Agility rolls by 
  -2. A raise on the attack roll fully entangles and constricts the victim, inflicting Str+d4 damage. 
  A successful Strength roll will free a partially entangled person, a raise is needed to escape 
  when fully entangled. A partially entangled victim may attack the tentacle. A tentacle has 
  Toughness 3 and lets go when wounded once.
  The Native Village
  The native village, called Tranquility by the inhabitants, is now a place ruled by fear. The 
  mercenaries are bully-boys who treat the villagers as slaves. They don't kill any arbitrarily, as the 
  villagers keep them fed. There are 54 people in the village, but none of them will stand up to the 
  mercenaries for fear of reprisals against their families, at least not while there are still mercenaries 
  guarding the village.
  Due to the broadcast today, most of the mercenaries are at the main encampment, leaving only 6 to 
  guard the village. The village is spread around a 90 meter area, so the guards are rather far apart at 
  
  roughly equal points around the village. Jumping a guard and fighting hand to hand shouldn't make 
  enough noise for another guard to hear, as long as no one fires off a gun. The villagers nearby will 
  certainly notice, but they won't give away the characters presence. For the purposes of Stealth, the 
  guards are considered Inactive. The village is far enough away from the mercenary camp that gunfire 
  will not be heard by those at the camp.
  Once all guards have been subdued or killed, the villagers will hastily pack and move off into the 
  jungle to the west to hide. If the characters have lost anyone so far or want help, a villager will offer to 
  go along and help free other villagers taken to the main camp. If they left a guard alive, a successful 
  Intimidation roll gets him to reveal the location of the main camp, the buildings there (arena, barracks, 
  dock, prison, and Clayton's cabin), and the number of mercenaries present there (42). A successful 
  Persuade roll on one of the villagers will reveal the location of the camp only.
  Mercenary Guards (6)
  Species: Pure-strain Human
  Background: Colonial
  Goal: Wealth
  Motivation: Loyalty
  Attitude: Arrogant
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Boating (Motorized) d6, Fighting (Armed) d6, Notice d6, Shooting (Small Arms) d6, Stealth d6,
  Swimming d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 7/9 (2/4 vs bullets)
  Gear: Uniform, light vest, small caliber pistol, light assault rifle, knife
  Brave Villager
  Species: Aquaform (Diver)
  Background: Native
  Goal: Freedom
  Motivation: Duty
  Attitude: Cooperative
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Skills: Boating (Sailing) d6, Fighting (Armed) d8, Notice d6, Shooting (Primitive) d6, Survival d6, 
  Swimming d10, Tracking d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 6
  Gear: Native garb, knife, speargun, 6 spears
  Outside the Main Camp
  The characters find themselves on the outskirts of the mercenaries' main camp. Security is never 
  especially tight around the camp, since the main focus is on the prisoners inside. The isolation of the 
  island, as well as no attempts at rescue have also added to the air of laziness concerning security, so the 
  guards are considered Inactive for Stealth rolls. The camp consists of the main arena building - actually
  a pre-fab bioplastic warehouse, the prison, the barracks, and Clayton's cabin. A dock stretches out into a
  small cove, with several fishing boats and a small luxury yacht moored there. The yacht looks to be 
  new, and is loaded with amenities if anyone climbs on board to check.
  There are 2 guards visible standing at the main door into the large building, as well as 2 on the door 
  into the prison. The only other guards outside are the 4 patrolling around the edge of the camp. They 
  walk together and take 11 minutes to circle the camp, if any of the characters bother to watch and time 
  them. If the guards are ambushed on the north or east side of the camp, there's little chance a hand to 
  
  hand scuffle will be overheard. Gunshots will instantly alert the whole camp, and the characters will be 
  in trouble. Make them sweat for a bit before jumping ahead to The Black Ops Team Arrives.
  Patrolling Mercenaries (4)
  Species: Pure-strain Human
  Background: Colonial
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Boating (Motorized) d6, Fighting (Armed) d6, Notice d6, Shooting (Small Arms) d6, Stealth d6,
  Swimming d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 7/9 (2/4 vs bullets)
  Gear: Uniform, light vest, small caliber pistol, light assault rifle, knife
  Inside the Camp
  At this time, the camp is gearing up for another broadcast, so about half the remaining mercenaries 
  are in the barracks, while the rest are in the arena. Clayton is currently in the arena, so his cabin is 
  empty, although the door is locked. There are several windows, which are not locked. Any character 
  looking in can see the cabin is empty except for a native woman sitting on the floor near the bed, 
  handcuffed by one arm to the wooden bedpost. She is sleeping, but will wake if anyone enters. She will
  not give away the characters to the mercenaries, but will not help them fight. She can tell them that 
  Clayton is in the arena. Characters searching the cabin can find a light assault rifle with a full magazine
  behind the bed, a fragmentation grenade in a desk drawer, an unsecured maincomp on the desk, and a 
  locked safe that's too heavy to easily carry (over 150 kg), and a fiendishly complex electronic lock (-4 
  on Lockpicking roll, one chance to open it before a failsafe seals it). If they do break the safe, they find 
  stacks of incorporate scrip organized by type, about 10,000 cs total. The maincomp has been left 
  unsecured since Clayton trusts that his men won't enter the cabin, and savvy characters can easily turn 
  up payments and transactions from betting cuts. Really cagey characters might transfer all the money, 
  about 70,000 cs, out of the merc's account and hold it hostage, or just keep it.
  Approaching from the north or east side is the only way to avoid being seen by the arena or prison 
  guards, who are looking to the south and west respectively. The prison can be clearly identified by the 
  barred windows, and looking through the windows of the barracks confirms what it is. The barracks 
  houses the jammer, but the characters have no way of discovering this unless they storm the barracks. 
  As the characters first sneak into camp, they hear the whine of jumpcraft motors, and see a passenger 
  jumpcraft approach from the north. Several mercenaries exit the barracks and wait for the jumpcraft to 
  land off to the west side of camp. Several people in very fashionable and expensive clothing, obviously
  rich and probably Incorporate, come out of the jumpcraft and are escorted to the arena. The jumpcraft 
  then takes off and leaves. Almost immediately thereafter, 3 guards come from the arena and go into the 
  prison. They come out with 6 prisoners and escort them to a door on the east side of the arena.
  The Prison
  Scouting around reveals the guards at the prison door can't see, or be seen by, the guards at the arena
  door. With the amount of noise coming from the arena, the prison guards could be taken out without the
  arena guards hearing. If the patrol guards weren't dealt with, they could possibly see it happen and alert
  the camp. The prison door, and the cells inside are locked, but both of the guards have keys hanging off
  their belts. The prison building is a small, single-floor building with 4 large cells alongside a narrow 
  hallway. The prisoners are familiar with the mercenaries and will realize the characters are some kind 
  of rescue force. This can get tricky, as all will clamor to be freed and will make a bit of noise even 
  when they're supposed to be quiet. If the prisoners leave the prison, and any guards are still outside, 
  they will be automatically noticed and an alarm shouted. Let the characters fight or skip ahead to The 
  Black Ops Team Arrives.
  
  Prison Guards (2)
  Species: Pure-strain Human
  Background: Colonial
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Boating (Motorized) d6, Fighting (Armed) d6, Notice d6, Shooting (Small Arms) d8, Stealth d6,
  Swimming d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 7/9 (2/4 vs bullets)
  Gear: Uniform, light vest, small caliber pistol, knife
  The Arena
  The guards at the arena door can be dispatched if quiet care is taken. The arena building has no 
  windows at ground level, so no one can see the characters jump the guards, and the noise inside is too 
  loud to hear the fight. The characters could slip into the arena, although they will be noticed almost 
  immediately, since they stick out amongst the well-dressed spectators. This brief time of anonymity 
  could be enough to launch a surprise attack, if the characters don't mind endangering civilians. 
  Alternately, if the characters just look, they'll see another door into the arena on the east side of the 
  building. This is in direct view of the prison guards, so they will have to be dealt with. This door leads 
  into the pens where prisoners are kept until the matches begin. There are always 3 guards in the pen, 
  and they will notice the second the door opens. Fights are common when prisoners are brought into the 
  pens, so the guards out in the arena are used to sounds of fighting, and will ignore them unless a 
  gunshot is heard. Aside from the 3 guards and 6 prisoners, there is also a reinforced cage holding a very
  hungry marsh devil. If let loose, the marsh devil indiscriminately attacks the nearest people, friend or 
  foe. The cage is not fixed to the floor, and fits through doors, so the characters could get creative with 
  that.
  The inside of the arena consists of two stand of seats along the east and west sides, with floor to 
  ceiling fencing separating them from the arena floor. The pens are actually under the east stands, with 
  short hall leading to the door that opens up at the south end of the arena floor. At the north end near the 
  main door, a short flight of steps goes up to a balcony overlooking the arena. This is where Clayton sits 
  during the broadcasts, with 4 other mercenaries, including the one that operates the broadcast 
  equipment. There are 10 other mercenaries in the arena, 5 in the stands on each side, which offer no 
  cover if shooting starts.
  At some point, the characters will announce their presence, intentionally or not. When this happens, 
  it's time for everything to break loose.
  Arena Door Guards (2), Pen Guards (3), Guards inside arena (10)
  Species: Pure-strain Human
  Background: Colonial
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
  Skills: Boating (Motorized) d6, Fighting (Armed) d6, Notice d6, Shooting (Small Arms) d8, Stealth d6,
  Swimming d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 7/9 (2/4 vs bullets)
  Gear: Uniform, light vest, small caliber pistol, light assault rifle, knife
  
  Clayton's Guards (4)
  Species: Pure-strain Human
  Background: Colonial
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Skills: Boating (Motorized) d6, Fighting (Armed) d6, Notice d6, Shooting (Small Arms) d8, Stealth d6,
  Swimming d4
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 8/10 (2/4 vs bullets)
  Gear: Uniform, light vest, small caliber pistol, light assault rifle, knife
  "Colonel" Jack Clayton (Wild Card)
  Species: Modified Human
  Background: Colonial
  Goal: Wealth
  Motivation: Obsession
  Attitude: Disciplined
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8
  Skills: Boating (Motorized) d6, Fighting (Armed) d8, Notice d6, Shooting (Small Arms) d8, Stealth d6,
  Swimming d4
  Charisma: 0; Pace: 6; Parry: 6; Toughness: 8/10 (2/4 vs bullets, ignore 4 AP)
  Hindrances: Greedy, Overconfident
  Edges: Accelerated Neurons (as Quick edge), Command, Pain Inhibitors (ignore 1 point of wound 
  penalties), Programmed Reflexes (Autoload - automatically reloads weapon without using an action), 
  Two-Fisted
  Gear: Uniform, heavy vest, large caliber pistol, diamond knife
  Marsh Devil (Wild Card)
  The marsh devil has a long, tapered body and six strong limbs ending in broad, flat feet with 
  pronounced webbing and sharp claws. It is mottled gray to brown in coloration, and like many of 
  Poseidon's animals, has two rows of multiple eyespots running the length of its body. 
  Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d10, Vigor d10
  Skills: Fighting d8, Notice d8, Swimming d8
  Pace: 6; Parry: 6; Toughness: 9
  Special Abilities
  •
  Claws: Str+d8.
  •
  Burst of Speed: A marsh devil rolls a d10 when running instead of a d6.
  •
  Fearless: Marsh devils cannot be frightened or intimidated.
  •
  Quick: Marsh devils are fast. They may discard Action Cards of 5 or lower and draw another. 
  They must keep the replacement card.
  •
  Size +2: Marsh devils can grow up to 10 feet long and over 800 pounds.
  •
  Swim: Pace 4.
  The Black Ops Team Arrives
  As noted in Background, one of the recently taken prisoners is the son of a prominent Hanover 
  executive. Hanover figured out the location of the broadcast and dispatched a black ops team to recover
  the boy. Just as the characters are getting into the fight or are discovered, the black ops team makes its 
  move.
  The 12-person team was flown in via stealth jumpcraft, and dropped off on the north coast just half a
  
  klick west of the camp. They have moved into position on the west side of the camp, identified where 
  the prisoners, mercenaries, and arena are, and are ready to strike. On a visual signal (bypassing the 
  jamming), the stealth jumpcraft flies up over the treeline and fires a rocket salvo into the barracks, 
  destroying it and killing all the mercenaries inside. This also destroys the communications jammer, 
  allowing comm units to be used again. When this happens, the team splits into two, one element 
  moving in on the arena, the other moving in on the prison. They don't ask questions - anyone holding a 
  gun is targeted. Even if the team saw the characters taking out guards and freeing prisoners, they could 
  still be working for a rival Incorporate and are therefore still a target.
  Black Ops Team (12)
  Species: Modified Human
  Background: Colonial
  Goal: Accomplishment
  Motivation: Professionalism
  Attitude: Confident
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
  Skills: Fighting (Armed) d8, Notice d6, Shooting (Small Arms) d8, Stealth d8, Swimming d6
  Charisma: 0; Pace: 6; Parry: 5; Toughness: 8/10 (2/4 vs bullets)
  Hindrances: Owned (Hanover)
  Edges: Accelerated Neurons (as Quick edge), Connections (Hanover), Extraction
  Gear: Dark uniform, light vest, small caliber pistol, small PDW with silencer, diamond knife, 2 flash-
  bang grenades, broad spectrum visor, in-ear comm unit with hearing protection
  If the characters have cleared the camp yard and are moving the prisoners, they have to head for 
  cover or take on the black ops team. The prisoner team moves to the prison, and calls for the boy 
  (named Anthony Glass) until he answers. As soon as they have him, they exit the prison and leave 
  camp to the east, laying down fire to cover their retreat. They don't bother firing on a character who 
  takes cover and hides, although they will return fire on anyone that shoots at them. However the 
  firefight will attract Clayton and his 3 bodyguards, who will come out of the arena and engage the first 
  hostiles they see.
  If the characters are fighting in the arena, they'll get a little help. Three team members come in the 
  main door, while the other three enter through the pen door. They fire on the mercenaries present in the 
  stands and in the pens, although they don't help the characters with Clayton or his guards on the 
  balcony. They will only stay a short time, until the other team radios that they have the boy. At that time
  they pull back and retreat east. A nearby character who makes a successful Notice roll hears one of 
  them say, "Pulling out. Level everything in one minute." That should be the characters' cue to get out of
  the camp as soon as possible.
  One minute after giving the message, the stealth jumpcraft flies over the camp and unleashes rocket 
  salvos into the arena, prison, and cabin, in that order and then flies off to the east to pick up the team 
  and the boy. Anyone in those buildings when the rockets hit takes one automatic hit for 4d8 damage, 
  AP 9, and is buried in rubble. All NPCs in the building hit are automatically killed. Anyone within 6 
  inches of a building when it's hit must make an Agility test or take 2d6 damage, AP 4. The stealth 
  jumpcraft doesn't target the passenger jumpcraft, or the boats at the dock.
  The best thing the characters can do when it all cuts loose is make a break for the jungle, the 
  jumpcraft, or the boats. If they take the prisoners with them, all the better. If everyone hides in the 
  jungle until it's all over, they can easily head back to the boat, take one of the mercenaries' boats, or 
  take the jumpcraft that landed earlier - the pilot is scared witless, but not injured.
  
  Any surviving characters are commended for rescuing the prisoners, or denounced for letting them 
  die. Just another day on Poseidon.
  New Gear
  Diamond Knife
  Damage: Str+d4+1, Weight: 1, Notes: AP 2
  Small-caliber pistol
  Range: 12/24/48, Damage: 2d6, RoF: 1, Shots: 35, Notes: AP 1, Semi-auto
  Large-caliber pistol
  Range: 12/24/48, Damage: 2d6+1, RoF: 1, Shots: 25, Notes: AP 1, Semi-auto
  Small-caliber PDW
  Range: 12/24/48, Damage: 2d6, RoF: 3, Shots: 100, Notes: AP 2, Auto, Three-round burst
  Light Assault rifle
  Range: 24/48/96, Damage: 2d8, RoF: 3, Shots: 100, Notes: AP 2, Auto, Three-round burst
  Light Vest
  Armor +2, +4 vs. bullets, Covers torso only, Weight: 2
  Heavy Vest
  Armor +2, +4 vs. bullets, negates 4 AP from bullets, Covers torso only, Weight: 5
  Flash-Bang
  This unique grenade “explodes” with a disorienting flash and thunderous report.
  Damage: None
  Burst: MBT
  Special: Targets in the area must make an Agility roll at –2 to avert their gaze and avoid the effect. On a
  failure, victims are Shaken and –2 to Parry until their next action. If the target rolls a 1 on his Agility 
  die (regardless of the Wild Die), he’s Shaken and fully blind until he recovers from being Shaken. 
  Blinded victims suffer a –6 penalty to all Trait rolls that require vision and have their Parry reduced to 
  2.
  Broad Spectrum Visor
  These are visor-style glasses that also function as sophisticated visual sensors. The visor processes 
  infrared and amplified light abilities. It is controlled by integrated trodes and has rear-facing pickups 
  that literally give the user eyes in the back of his head. This device grants the abilities of low-light 
  vision and infravision, only one ability may be used at a time. It includes a polarized filter that protects 
  against the effect of flash-bang grenades.
  
  Handout: Player Map of Island
  
  Native Village
  Credit to Keven Simmons for this map, from the Dundjinni map forum
  
  Mercenary Camp
  
  Arena: Main Floor
  
  Arena: Pens
  
  Arena: Balcony
  
SOURCE: textdata/thevault/Savage Worlds/Fan/Blue Planet/Savage Worlds - Blue Planet - Adv - Bloodsport.pdf