TEXT: PAUL ‘WIGGY’ WADE-WILLIAMS
  PAUL ‘WIGGY’ WADE-WILLIAMS
  31042
  31042
  ROBOT RUMBLE
  ROBOT RUMBLE
  
  BY PAUL “WIGGY” WADE-WILLIAMS
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING: SCOTT ALAN WOODARD
  EDITING: SCOTT ALAN WOODARD
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: EMPTY ROOM STUDIOS
  ART: EMPTY ROOM STUDIOS
  FIGURE FLATS AND MAP TILES: JORDAN PEACOCK
  FIGURE FLATS AND MAP TILES: JORDAN PEACOCK
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2009 Triple Ace Games. Daring Tales of the Space Lanes and all related marks and logos are trademarks of  Triple Ace Games. 
  Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. 
  Used with permission. © 2009. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  ROBOT RUMBLE
  ROBOT RUMBLE
  03
  03
  BY PAUL “WIGGY” WADE-WILLIAMS
  BY PAUL “WIGGY” WADE-WILLIAMS
  EDITING: SCOTT ALAN WOODARD
  EDITING: SCOTT ALAN WOODARD
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  GRAPHIC DESIGN & TYPESETTING: ROBIN ELLIOTT
  ART: EMPTY ROOM STUDIOS
  ART: EMPTY ROOM STUDIOS
  FIGURE FLATS AND MAP TILES: JORDAN PEACOCK
  FIGURE FLATS AND MAP TILES: JORDAN PEACOCK
  WWW.TRIPLEACEGAMES.COM
  WWW.TRIPLEACEGAMES.COM
  © 2009 Triple Ace Games. Daring Tales of the Space Lanes and all related marks and logos are trademarks of  Triple Ace Games. 
  Savage Worlds, Smiling Jack and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. 
  Used with permission. © 2009. All Rights Reserved.
  Permission is granted to print this ebook for personal use only.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage 
  Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes 
  no representation or warranty as to the quality, viability, or suitability for purpose of this product.
  ROBOT RUMBLE
  ROBOT RUMBLE
  03
  03
  
  INTRODUCTION
  INTRODUCTION
  Robots, droids, automatons, mechanoids, constructs, 
  artiﬁ cial life forms—whatever you call them, they are 
  common throughout much of the galaxy. To most citi-
  zens they are just machines, any apparent personality 
  being the product of sophisticated programming rather 
  than true organic emotions. Similarly, their intelligence 
  is hardwired rather than the result of natural evolution. 
  On most worlds, a robot has no more rights than a gun 
  or a ﬂ ashlight—it is a tool, to be used as the owner 
  dictates.
  The planet Lux III, however, is not like most worlds. 
  Here droids are treated the same as other citizens, at 
  least on paper. They earned their equal rights a long time 
  ago, and no one quite remembers or cares, how they did. 
  In truth, the robots of Lux are a lowly underclass.
  Those with jobs perform repetitive line work in fac-
  tories (work so tedious and boring even the machines 
  get depressed), sweep streets, clean sewers, and perform 
  the dangerous jobs, like handling radioactive waste. They 
  earn a wage, though due to a legal loophole they earn far 
  less than humans. While most robots are content to be 
  members of society (they are allowed to vote, but only if 
  they have a job), there are plenty who feel that working 
  for biological beings is demeaning.
  Centuries ago they created a haven called Robot 
  Heights. It was supposed to be a robot paradise, where all 
  mechanoids were equal and content, but the robots had 
  learned well from the humans, and the majority quickly 
  realized that their equal share wasn’t quite as equal as 
  others. The robots tried various forms of government 
  over the years without success, before descending into 
  anarchy. As a result, Robot Heights is a rundown, crime-
  ridden slum completely off-limits to biological life forms. 
  Non-droids refer to it as “Tin Town.”
  Nor Angwat, a human entrepreneur, lost his business, 
  his fortune, and his family when his robot workers went 
  on strike over wages and adverse working conditions. 
  Angwat couldn’t (and wouldn’t if he could) meet the 
  robots’ excessive demands, and as no humans wanted to 
  do the work (sewage processing) for the same rate the 
  robots currently earned, rival companies quickly picked 
  up the contracts he couldn’t keep.
  Angwat knew who to blame—his ancestors (and the 
  droids, naturally). He devised a plan to bring the robot 
  community into disrepute by using robots to do his bid-
  ding. And so began what is now a legendary crime spree 
  on Lux III. The resident biological life forms know that 
  robots are behind the crimes, but they are too pig-headed 
  (or just plain stupid) to paint every robot with the same 
  brush. To that end, Angwat is planning something that 
  will force robots back into servitude due to a mammoth 
  outcry of rage and disgust from all the biological life 
  forms on the planet. All he needs is a suitable weapon of 
  awesome destruction!
  Of course, he hasn’t counted on the crew of the Blaz-
  ing Star visiting Lux III any time soon…
  Characters: 30 XP.
  CONVENTION PLAY
  CONVENTION PLAY
  This adventure is ideal for convention play and for 
  introducing new players to Savage Worlds. To help en-
  sure the adventure ﬁ ts into a standard convention time 
  slot, the GM may wish to consider some of the following 
  changes:
  * Cut out Scene 1 entirely. While it offers an exciting
  start, using the second scene in its place also kicks the 
  game off with a rush of adrenaline. Keep the initial nar-
  rative text, however, otherwise the heroes won’t know 
  they are shipping cargo for a patron.
  * Remove the boxing scene from Act 2. Strong-Arm
  Joe is more desperate in a short version and hires the 
  party without the need of a test.
  * Getting onto the train is exciting stuff, but the scene
  can be dropped. Instead, the party leaps, lands, and 
  boards as a cut scene rather than as an actual part of the 
  scenario.
  ROBOT RUMBLE
  ROBOT RUMBLE
  2
  INTRODUCTION
  INTRODUCTION
  Robots, droids, automatons, mechanoids, constructs, 
  artiﬁ cial life forms—whatever you call them, they are 
  common throughout much of the galaxy. To most citi-
  zens they are just machines, any apparent personality 
  being the product of sophisticated programming rather 
  than true organic emotions. Similarly, their intelligence 
  is hardwired rather than the result of natural evolution. 
  On most worlds, a robot has no more rights than a gun 
  or a ﬂ ashlight—it is a tool, to be used as the owner 
  dictates.
  The planet Lux III, however, is not like most worlds. 
  Here droids are treated the same as other citizens, at 
  least on paper. They earned their equal rights a long time 
  ago, and no one quite remembers or cares, how they did. 
  In truth, the robots of Lux are a lowly underclass.
  Those with jobs perform repetitive line work in fac-
  tories (work so tedious and boring even the machines 
  get depressed), sweep streets, clean sewers, and perform 
  the dangerous jobs, like handling radioactive waste. They 
  earn a wage, though due to a legal loophole they earn far 
  less than humans. While most robots are content to be 
  members of society (they are allowed to vote, but only if 
  they have a job), there are plenty who feel that working 
  for biological beings is demeaning.
  Centuries ago they created a haven called Robot 
  Heights. It was supposed to be a robot paradise, where all 
  mechanoids were equal and content, but the robots had 
  learned well from the humans, and the majority quickly 
  realized that their equal share wasn’t quite as equal as 
  others. The robots tried various forms of government 
  over the years without success, before descending into 
  anarchy. As a result, Robot Heights is a rundown, crime-
  ridden slum completely off-limits to biological life forms. 
  Non-droids refer to it as “Tin Town.”
  Nor Angwat, a human entrepreneur, lost his business, 
  his fortune, and his family when his robot workers went 
  on strike over wages and adverse working conditions. 
  Angwat couldn’t (and wouldn’t if he could) meet the 
  robots’ excessive demands, and as no humans wanted to 
  do the work (sewage processing) for the same rate the 
  robots currently earned, rival companies quickly picked 
  up the contracts he couldn’t keep.
  Angwat knew who to blame—his ancestors (and the 
  droids, naturally). He devised a plan to bring the robot 
  community into disrepute by using robots to do his bid-
  ding. And so began what is now a legendary crime spree 
  on Lux III. The resident biological life forms know that 
  robots are behind the crimes, but they are too pig-headed 
  (or just plain stupid) to paint every robot with the same 
  brush. To that end, Angwat is planning something that 
  will force robots back into servitude due to a mammoth 
  outcry of rage and disgust from all the biological life 
  forms on the planet. All he needs is a suitable weapon of 
  awesome destruction!
  Of course, he hasn’t counted on the crew of the Blaz-
  ing Star visiting Lux III any time soon…
  Characters: 30 XP.
  CONVENTION PLAY
  CONVENTION PLAY
  This adventure is ideal for convention play and for 
  introducing new players to Savage Worlds. To help en-
  sure the adventure ﬁ ts into a standard convention time 
  slot, the GM may wish to consider some of the following 
  changes:
  * Cut out Scene 1 entirely. While it offers an exciting 
  start, using the second scene in its place also kicks the 
  game off with a rush of adrenaline. Keep the initial nar-
  rative text, however, otherwise the heroes won’t know 
  they are shipping cargo for a patron.
  * Remove the boxing scene from Act 2. Strong-Arm 
  Joe is more desperate in a short version and hires the 
  party without the need of a test.
  * Getting onto the train is exciting stuff, but the scene 
  can be dropped. Instead, the party leaps, lands, and 
  boards as a cut scene rather than as an actual part of the 
  scenario.
  ROBOT RUMBLE
  ROBOT RUMBLE
  2
  
  ROBOT RUMBLE
  ROBOT RUMBLE
  3
  ACT 1: WELCOME TO LUX
  ACT 1: WELCOME TO LUX
  This adventure begins in media res. You can read or 
  paraphrase the information below to set up the story, but 
  keep it brief, and then head straight into the action.
  Your client from Lux III wanted high-tech com-
  puter components and you knew where to ﬁ nd 
  them. Exploiting a ceaseﬁ re in the global civil war 
  currently wracking the industrialized world of 
  Ingenos, you successfully landed and purchased 
  a consignment of extremely valuable crystal stor-
  age chips. Unfortunately, the religious holiday 
  that led to the cessation of hostilities has just 
  ended…
  SCENE 1: IT WAS FINE WHEN WE 
  SCENE 1: IT WAS FINE WHEN WE 
  LANDED
  LANDED
  The ship shudders as a barrage of energy beams 
  explodes just off starboard. Pointing ﬁ ngers at 
  each other over who ordered the last round of 
  drinks (and in doing so cost you your chance to 
  leave before the war restarted) won’t solve any-
  thing. The ship rocks again and sparks erupt from 
  the vending machine.
  Out of the viewports you can see your predica-
  ment all too clearly—two immense battleships 
  are pounding away at each other, and the Blazing 
  Star is caught in the crossﬁ re. If that wasn’t bad 
  enough, the all too familiar shrill of the proximity 
  alarm has begun ﬁ lling the ship—ﬁ ghters are hot 
  on your tail! You’re not sure which side they’re 
  on, and it likely doesn’t matter one bit!
  Run this scene as a Chase. The heroes’ ship is being 
  tailed by a pair of ﬁ ghters as it blasts toward the minimum 
  distance at which a hyperspace course can be punched 
  in. The heroes begin 3 SU ahead of the ﬁ ghters, and each 
  SU equates to 5”. This scene uses our special Obstacles 
  rules (see below).
  Place 10 markers on the tabletop to represent the 
  Range Increments. The ﬁ ghters begin just off the track, 
  while the party is on marker three. Once the Blazing Star
  moves beyond the 10th marker, the pilot (or co-pilot) can 
  begin plotting the jump to hyperspace. This requires a Pi-
  loting roll as an action. With a success, the Chase is over! 
  Otherwise, the pilot may try again on the next round.
  Deal each ﬁ ghter an action card. This prevents them 
  both being hit by stray shots (see Obstacles below) and 
  getting wiped out on the same card. In the event the 
  ﬁ ghters drop out early as a result of bad luck (as op-
  posed to good shooting) the GM should feel free to have 
  more ships join the fray. The chase should be exciting 
  and nail-biting, but the party should escape.
  The ﬁ ghters are faster than the Blazing Star, so the 
  pilots have +1 Piloting.
  Since the action starts immediately, the characters 
  likely haven’t yet activated any Shield Pods unless they’ve 
  said otherwise. As the armor and deﬂ ection options last 
  just three rounds, it’s up to the heroes to say if and when 
  they popped a pod. Remember, though, activating a 
  pod is an action, so they can only have popped one per 
  round.
  The ﬁ ghter pilots have not yet activated their shields. 
  They do this on the ﬁ rst round, selecting the deﬂ ection
  option.
  OBSTACLES
  OBSTACLES
  The warring ﬂ eets aren’t deliberately targeting the 
  Blazing Star, but neither are they about to announce a 
  ceaseﬁ re just to let civilians escape from harm’s way. As 
  such, the action takes place with shots ﬂ ying across space 
  from all sides!
  If any pilot draws a numbered Club suit for his action 
  card, check the value against the table below—the ship 
  is in danger of being struck by enemy ﬁ re. The Piloting 
  roll for the round is modiﬁ ed as per the table. Failure 
  not only leads to a lack of movement but also to the ship 
  taking a certain amount of damage. This counts as bat-
  tery ﬁ re, so the pilot beneﬁ ts from having a shield pod 
  set to deﬂ ection.
  A Jack through Ace indicates a special problem. These 
  are detailed individually.
  Value 
  Piloting 
  Damage
  Deuce 
  –4
  3d8 (AP 6) HW
  3–6 
  –2
  3d8 (AP 4) HW
  7–9 
  –1
  3d6 (AP 6) HW
  10 
  0 
  3d6 (AP 4) HW
  Jack (–2) Debris: A large chunk of battleship debris 
  has drifted right into the ship’s ﬂ ight path. A failed Pilot-
  ing roll results in a collision. The ship linked to this card 
  is assumed to be moving at Top Speed unless the pilot 
  has speciﬁ cally slowed, while the debris is effectively 
  stationary.
  Queen (–2) Core Breach: A battleship’s power-plant 
  reaches critical, creating a huge explosion. A failed Pilot-
  ing roll means the chasing ship takes 4d6 damage (as a 
  Heavy Weapon). A ﬂ ood of radiation also inﬂ icts an au-
  tomatic Crew Critical Hit—all crew suffer 2d6 damage as 
  well, ignoring all armor. Shields set to deﬂ ection boost 
  the Piloting roll, as this is considered an area effect attack 
  like a barrage.
  King (–1) Route Blocked: A battleship takes evasive 
  action and inadvertently blocks the ship’s path. Fortu-
  nately there is enough time to maneuver around it, but 
  the delay could be costly. Failing the Piloting roll doesn’t 
  cause any undue problems—the ship simply doesn’t 
  make any headway this round.
  Ace (0) Automated Missile: An automated defense 
  system fails to register the ship as friendly, locks on, and 
  ﬁ res a missile. A failed Piloting roll sets the missile at 
  Short Range, a success places it at Medium Range, and 
  ROBOT RUMBLE
  ROBOT RUMBLE
  3
  ACT 1: WELCOME TO LUX
  ACT 1: WELCOME TO LUX
  This adventure begins in media res. You can read or 
  paraphrase the information below to set up the story, but 
  keep it brief, and then head straight into the action.
  Your client from Lux III wanted high-tech com-
  puter components and you knew where to ﬁ nd 
  them. Exploiting a ceaseﬁ re in the global civil war 
  currently wracking the industrialized world of 
  Ingenos, you successfully landed and purchased 
  a consignment of extremely valuable crystal stor-
  age chips. Unfortunately, the religious holiday 
  that led to the cessation of hostilities has just 
  ended…
  SCENE 1: IT WAS FINE WHEN WE 
  SCENE 1: IT WAS FINE WHEN WE 
  LANDED
  LANDED
  The ship shudders as a barrage of energy beams 
  explodes just off starboard. Pointing ﬁ ngers at 
  each other over who ordered the last round of 
  drinks (and in doing so cost you your chance to 
  leave before the war restarted) won’t solve any-
  thing. The ship rocks again and sparks erupt from 
  the vending machine.
  Out of the viewports you can see your predica-
  ment all too clearly—two immense battleships 
  are pounding away at each other, and the Blazing 
  Star is caught in the crossﬁ re. If that wasn’t bad 
  enough, the all too familiar shrill of the proximity 
  alarm has begun ﬁ lling the ship—ﬁ ghters are hot 
  on your tail! You’re not sure which side they’re 
  on, and it likely doesn’t matter one bit!
  Run this scene as a Chase. The heroes’ ship is being 
  tailed by a pair of ﬁ ghters as it blasts toward the minimum 
  distance at which a hyperspace course can be punched 
  in. The heroes begin 3 SU ahead of the ﬁ ghters, and each 
  SU equates to 5”. This scene uses our special Obstacles 
  rules (see below).
  Place 10 markers on the tabletop to represent the 
  Range Increments. The ﬁ ghters begin just off the track, 
  while the party is on marker three. Once the Blazing Star
  moves beyond the 10th marker, the pilot (or co-pilot) can 
  begin plotting the jump to hyperspace. This requires a Pi-
  loting roll as an action. With a success, the Chase is over! 
  Otherwise, the pilot may try again on the next round.
  Deal each ﬁ ghter an action card. This prevents them 
  both being hit by stray shots (see Obstacles below) and 
  getting wiped out on the same card. In the event the 
  ﬁ ghters drop out early as a result of bad luck (as op-
  posed to good shooting) the GM should feel free to have 
  more ships join the fray. The chase should be exciting 
  and nail-biting, but the party should escape.
  The ﬁ ghters are faster than the Blazing Star, so the 
  pilots have +1 Piloting.
  Since the action starts immediately, the characters 
  likely haven’t yet activated any Shield Pods unless they’ve 
  said otherwise. As the armor and deﬂ ection options last 
  just three rounds, it’s up to the heroes to say if and when 
  they popped a pod. Remember, though, activating a 
  pod is an action, so they can only have popped one per 
  round.
  The ﬁ ghter pilots have not yet activated their shields. 
  They do this on the ﬁ rst round, selecting the deﬂ ection
  option.
  OBSTACLES
  OBSTACLES
  The warring ﬂ eets aren’t deliberately targeting the 
  Blazing Star, but neither are they about to announce a 
  ceaseﬁ re just to let civilians escape from harm’s way. As 
  such, the action takes place with shots ﬂ ying across space 
  from all sides!
  If any pilot draws a numbered Club suit for his action 
  card, check the value against the table below—the ship 
  is in danger of being struck by enemy ﬁ re. The Piloting 
  roll for the round is modiﬁ ed as per the table. Failure 
  not only leads to a lack of movement but also to the ship 
  taking a certain amount of damage. This counts as bat-
  tery ﬁ re, so the pilot beneﬁ ts from having a shield pod 
  set to deﬂ ection.
  A Jack through Ace indicates a special problem. These 
  are detailed individually.
  Value 
  Piloting 
  Damage
  Deuce 
  –4 
  3d8 (AP 6) HW
  3–6 
  –2 
  3d8 (AP 4) HW
  7–9 
  –1 
  3d6 (AP 6) HW
  10 
  0 
  3d6 (AP 4) HW
  Jack (–2) Debris: A large chunk of battleship debris 
  has drifted right into the ship’s ﬂ ight path. A failed Pilot-
  ing roll results in a collision. The ship linked to this card 
  is assumed to be moving at Top Speed unless the pilot 
  has speciﬁ cally slowed, while the debris is effectively 
  stationary.
  Queen (–2) Core Breach: A battleship’s power-plant 
  reaches critical, creating a huge explosion. A failed Pilot-
  ing roll means the chasing ship takes 4d6 damage (as a 
  Heavy Weapon). A ﬂ ood of radiation also inﬂ icts an au-
  tomatic Crew Critical Hit—all crew suffer 2d6 damage as 
  well, ignoring all armor. Shields set to deﬂ ection boost 
  the Piloting roll, as this is considered an area effect attack 
  like a barrage.
  King (–1) Route Blocked: A battleship takes evasive 
  action and inadvertently blocks the ship’s path. Fortu-
  nately there is enough time to maneuver around it, but 
  the delay could be costly. Failing the Piloting roll doesn’t 
  cause any undue problems—the ship simply doesn’t 
  make any headway this round.
  Ace (0) Automated Missile: An automated defense 
  system fails to register the ship as friendly, locks on, and 
  ﬁ res a missile. A failed Piloting roll sets the missile at 
  Short Range, a success places it at Medium Range, and 
  
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  4
  Long Range with a raise. Avoiding the missile (Damage: 
  4d8, AP 8, HW) is handled as normal.
  FIGHTERS (2)
  FIGHTERS (2)
  Fighters are both poorly armed and armored, but 
  have great maneuverability. The ones presented here are 
  the most basic model on the market.
  Top Speed: 8; Toughness: 14 (4); Handling: +1; Shield 
  Pods: 1; Crew: 1
  Abilities: Piloting d8, Shields d6, Shooting d8
  Notes: 1 x AMCM, Atmospheric, Fixed Weapon, Heavy 
  Armor, Improved Stabilizer, Spacecraft
  Weapons:
  * 1 x forward-ﬁ ring laser (Range: 12/24/48; Damage: 
  3d6; ROF 1; AP 6, HW)
  * 1 x missile turret (Range: 20/40/80; Damage: 4d8; 
  ROF 1; AP 8, HW), no reloads
  SCENE 2: SOMETHING IMPORTANT 
  SCENE 2: SOMETHING IMPORTANT 
  HAS BROKEN
  HAS BROKEN
  If the heroes check the cargo during the short trip 
  through hyperspace, they discover it is intact. Having it 
  damaged might cause them to reconsider delivering the 
  consignment thus avoiding the scenario altogether.
  The stars return to normal as the ship drops out 
  of hyperspace above the planet Lux III. The Blaz-
  ing Star slips into the atmosphere and begins her 
  descent. BANG! Alarm klaxons suddenly begin 
  screaming! The engines have stalled! The ship is 
  plummeting toward the starport like a brick.
  In order to restart the engines and land safely, the 
  heroes must perform four tasks. Unless otherwise stated, 
  only one hero may attempt the roll per round. Other 
  characters may assist on any roll using the Cooperative 
  Rolls rules. A failed roll can be repeated in subsequent 
  rounds.
  In addition to the stated task, the pilot must make a 
  Piloting roll each round. Unless otherwise stated, the roll 
  is made at –4. Failure causes 3d6 damage (ignoring Ar-
  mor) due to internal stresses on the ship. A co-pilot may 
  Cooperate on this as normal. At any time, the pilot may 
  elect to jettison the cargo (which is currently tumbling 
  about in the cargo hold, causing all sorts of handling 
  problems) as a free action. Should this be done, the Pi-
  loting roll modiﬁ er drops to –2.
  Unfortunately, the Blazing Star is falling very fast. At 
  the end of round six, she crashes into the starport if the 
  characters have failed to restart the engines. The pilot is 
  allowed one last Piloting roll at –4 (regardless of whether 
  the cargo is still aboard or not) to try and salvage some 
  pride. Failure means the ship suffers 8d6 damage, while 
  success inﬂ icts a mere 4d6 damage.
  * The ﬁ rst thing the engineer should do is recalibrate 
  the gravity plates to limit the amount of time the heroes 
  spend slamming into bulkheads. This requires a Repair 
  roll at –2. Until this is done, all other Trait rolls below are 
  made at an additional –2.
  Unfortunately, the emergency restart procedure re-
  quires two people if it is to be done quickly enough. An 
  assistant must crawl down the tight access tunnel (an 
  Agility roll at –2) to the Primary Ignition Override Switch, 
  which lies in the belly of the ship.
  * The engineer must hastily recalibrate the Engine 
  Coil Sequencer (a Repair roll at –2).
  * Whoever crawls down the tunnel must then make 
  an Agility roll to punch in the override sequence in the 
  correct order while avoiding being tossed around and 
  slammed into a bulkhead. A failed roll means the charac-
  ter is Shaken. With success, the sequence takes valuable 
  seconds to register but the lights go green.
  Once this is done, the engineer (assuming he has 
  recalibrated the sequencer) can try to manually activate 
  the aerodynamic plating to provide better stability for 
  the beleaguered pilot. This requires a Strength roll. With 
  success, the pilot gains a +2 Piloting modiﬁ er.
  * With the ignition sequence set, the engineer can 
  now try to jump-start the engines. This requires a Repair 
  roll at –2. From the crawl space, the second character 
  can make a Smarts roll to Cooperate, by calling out the 
  readings ﬂ ashing on the computer screens.
  SCENE 3: AN ANGRY PATRON
  SCENE 3: AN ANGRY PATRON
  The narrative text below assumes the ship touched 
  down safely. GMs should alter it as necessary for a less 
  than smooth landing.
  The retro rockets scream to life with the ground 
  way too close for comfort. Slowly, slowly, the ship 
  begins to settle into a landing alignment. With 
  seconds to spare, everything falls into place and 
  the Blazing Star shudders as she settles onto the 
  landing platform. Unfortunately, the loud crash 
  from the cargo bay indicates not everything went 
  according to plan. From across the landing plat-
  form emergency vehicles rush to your aid, lights 
  ﬂ ashing and sirens wailing.
  Ideally, the characters abandon the ship and await 
  the authorities. Cautious crews might check the cargo 
  (which is ruined) and decide to cut their losses. Don’t 
  worry if they decide to ﬂ ee into the starport to avoid their 
  responsibilities—they’ve invested all their cash in the 
  cargo and the Blazing Star will be impounded. Sooner 
  or later they’ll have to crawl back out of the woodwork.
  The starport emergency teams check the ship for 
  radiation leaks while bureaucrats start shoving forms at 
  the party—landing fee requests, ofﬁ cial warnings for de-
  viating from ﬂ ight paths, reckless ﬂ ying citations carrying 
  large ﬁ nes, customs and immigration forms, and so on.
  A ruddy skinned human shoves his way through 
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  4
  Long Range with a raise. Avoiding the missile (Damage: 
  4d8, AP 8, HW) is handled as normal.
  FIGHTERS (2)
  FIGHTERS (2)
  Fighters are both poorly armed and armored, but 
  have great maneuverability. The ones presented here are 
  the most basic model on the market.
  Top Speed: 8; Toughness: 14 (4); Handling: +1; Shield 
  Pods: 1; Crew: 1
  Abilities: Piloting d8, Shields d6, Shooting d8
  Notes: 1 x AMCM, Atmospheric, Fixed Weapon, Heavy 
  Armor, Improved Stabilizer, Spacecraft
  Weapons:
  * 1 x forward-ﬁ ring laser (Range: 12/24/48; Damage: 
  3d6; ROF 1; AP 6, HW)
  * 1 x missile turret (Range: 20/40/80; Damage: 4d8; 
  ROF 1; AP 8, HW), no reloads
  SCENE 2: SOMETHING IMPORTANT 
  SCENE 2: SOMETHING IMPORTANT 
  HAS BROKEN
  HAS BROKEN
  If the heroes check the cargo during the short trip 
  through hyperspace, they discover it is intact. Having it 
  damaged might cause them to reconsider delivering the 
  consignment thus avoiding the scenario altogether.
  The stars return to normal as the ship drops out 
  of hyperspace above the planet Lux III. The Blaz-
  ing Star slips into the atmosphere and begins her 
  descent. BANG! Alarm klaxons suddenly begin 
  screaming! The engines have stalled! The ship is 
  plummeting toward the starport like a brick.
  In order to restart the engines and land safely, the 
  heroes must perform four tasks. Unless otherwise stated, 
  only one hero may attempt the roll per round. Other 
  characters may assist on any roll using the Cooperative 
  Rolls rules. A failed roll can be repeated in subsequent 
  rounds.
  In addition to the stated task, the pilot must make a 
  Piloting roll each round. Unless otherwise stated, the roll 
  is made at –4. Failure causes 3d6 damage (ignoring Ar-
  mor) due to internal stresses on the ship. A co-pilot may 
  Cooperate on this as normal. At any time, the pilot may 
  elect to jettison the cargo (which is currently tumbling 
  about in the cargo hold, causing all sorts of handling 
  problems) as a free action. Should this be done, the Pi-
  loting roll modiﬁ er drops to –2.
  Unfortunately, the Blazing Star is falling very fast. At 
  the end of round six, she crashes into the starport if the 
  characters have failed to restart the engines. The pilot is 
  allowed one last Piloting roll at –4 (regardless of whether 
  the cargo is still aboard or not) to try and salvage some 
  pride. Failure means the ship suffers 8d6 damage, while 
  success inﬂ icts a mere 4d6 damage.
  * The ﬁ rst thing the engineer should do is recalibrate 
  the gravity plates to limit the amount of time the heroes 
  spend slamming into bulkheads. This requires a Repair 
  roll at –2. Until this is done, all other Trait rolls below are 
  made at an additional –2.
  Unfortunately, the emergency restart procedure re-
  quires two people if it is to be done quickly enough. An 
  assistant must crawl down the tight access tunnel (an 
  Agility roll at –2) to the Primary Ignition Override Switch, 
  which lies in the belly of the ship.
  * The engineer must hastily recalibrate the Engine 
  Coil Sequencer (a Repair roll at –2).
  * Whoever crawls down the tunnel must then make 
  an Agility roll to punch in the override sequence in the 
  correct order while avoiding being tossed around and 
  slammed into a bulkhead. A failed roll means the charac-
  ter is Shaken. With success, the sequence takes valuable 
  seconds to register but the lights go green.
  Once this is done, the engineer (assuming he has 
  recalibrated the sequencer) can try to manually activate 
  the aerodynamic plating to provide better stability for 
  the beleaguered pilot. This requires a Strength roll. With 
  success, the pilot gains a +2 Piloting modiﬁ er.
  * With the ignition sequence set, the engineer can 
  now try to jump-start the engines. This requires a Repair 
  roll at –2. From the crawl space, the second character 
  can make a Smarts roll to Cooperate, by calling out the 
  readings ﬂ ashing on the computer screens.
  SCENE 3: AN ANGRY PATRON
  SCENE 3: AN ANGRY PATRON
  The narrative text below assumes the ship touched 
  down safely. GMs should alter it as necessary for a less 
  than smooth landing.
  The retro rockets scream to life with the ground 
  way too close for comfort. Slowly, slowly, the ship 
  begins to settle into a landing alignment. With 
  seconds to spare, everything falls into place and 
  the Blazing Star shudders as she settles onto the 
  landing platform. Unfortunately, the loud crash 
  from the cargo bay indicates not everything went 
  according to plan. From across the landing plat-
  form emergency vehicles rush to your aid, lights 
  ﬂ ashing and sirens wailing.
  Ideally, the characters abandon the ship and await 
  the authorities. Cautious crews might check the cargo 
  (which is ruined) and decide to cut their losses. Don’t 
  worry if they decide to ﬂ ee into the starport to avoid their 
  responsibilities—they’ve invested all their cash in the 
  cargo and the Blazing Star will be impounded. Sooner 
  or later they’ll have to crawl back out of the woodwork.
  The starport emergency teams check the ship for 
  radiation leaks while bureaucrats start shoving forms at 
  the party—landing fee requests, ofﬁ cial warnings for de-
  viating from ﬂ ight paths, reckless ﬂ ying citations carrying 
  large ﬁ nes, customs and immigration forms, and so on.
  A ruddy skinned human shoves his way through 
  
  ROBOT RUMBLE
  ROBOT RUMBLE
  5
  the rapidly expanding crowd. As he approaches, 
  the ﬁ rst of the mangled cargo crates is being 
  dragged from the hold. He lets out a loud cry of 
  anguish.
  “I oughta’ call my lawyer, you, you…” The man’s 
  red skin goes an even darker shade. Then, all of a 
  sudden, he calms and smiles. “Actually, you may 
  have just done me a favor. I have a proposition for 
  you. I strongly suggest you do me the courtesy of 
  listening before these ﬂ esh-hounds…” he gestures 
  to the army of bureaucrats, “…eat you alive.”
  If the party agrees, the alien takes them to one side 
  while promising the bureaucrats the crew won’t leave 
  the starport.
  “My name is Pidi Argon, and that cargo was des-
  tined for me. I run a proﬁ table business, but one 
  which has run into certain trouble. No, no, this 
  isn’t going to be an insurance scam. The planet is 
  suffering a serious crime wave right now, and my 
  facilities have been targeted a number of times. 
  My insurance premiums are going into orbit and 
  the police won’t help. You see, on Lux, you have to 
  pay the police to investigate a crime. A case this 
  big would cost me millions.
  “However, I know the criminals are all robots op-
  erating out of Tin Town, a robot-only slum on the 
  other side of the city. So here’s my deal, and listen 
  good. You’ll enter Tin Town disguised as robots, 
  inﬁ ltrate the gang, and bring down the leader. In 
  return, I take all the glory for cracking the case, I 
  waive the cargo damage, and I repair your ship so 
  you can leave and forever be out of my sight.
  “The alternative,” he cranes his neck to look at the 
  bureaucrats, “is a jail sentence and a hefty ﬁ ne.”
  Assuming the party doesn’t want to spend the next ten 
  years in prison while they work off their debts, Argon’s 
  offer is likely to be accepted. The businessman smoothes 
  over the immediate problems with the bureaucrats, 
  promising that all ﬁ nes will be settled by his company.
  ROBOT DISGUISES
  ROBOT DISGUISES
  Argon wasn’t joking when he said the heroes had to 
  inﬁ ltrate Tin Town in disguise. During the ride to one of 
  his factories, Argon ﬁ lls in a little background informa-
  tion. Paraphrase the info from the ﬁ rst four paragraphs of 
  the Introduction. On reaching the factory, Argon bustles 
  them through to an old storeroom. Scattered around are 
  various robot shells.
  “If you want to survive, you’ll need to wear these 
  shells and try to pass yourselves off as robots. All 
  the main gates into Tin Town are covered by bio-
  logical detectors. They can easily penetrate your 
  disguises, so you’ll be slipping in a back way. 
  There are a lot of disused tunnels leading into the 
  slum, and the robots likely don’t know of their 
  existence.
  “By using them you’ll be able to emerge inside the 
  walls and blend into the crowd without having to 
  be scanned or answer any unwanted questions.”
  Each character is going to effectively “hide” inside 
  a hollowed-out robot. (Just like Anthony Daniels and 
  Kenny Baker in Star Wars.) The heroes are going to be 
  in similar disguise.
  Unfortunately, the robot parts have seen better days. 
  There is more than enough salvage to cover the spac-
  ers’ skin, but unfortunately not all the parts are in good 
  working order. As such, deal each hero a card from the 
  action deck and check the value against the table below. 
  A hero with McGyver has enough bits to ﬁ x one of these 
  problems, but no more (under any circumstances). Re-
  pair rolls don’t work to ﬁ x these ﬂ aws—these are recur-
  ring issues. Even if a brand new part is used, the problem 
  returns very quickly.
  Unfortunately, the characters can only wear minimal 
  clothing while in disguise. On the plus side, they have 
  +2 Armor thanks to be robot’s shell (unless otherwise 
  stated).
  As well as being used in this adventure, GMs want-
  ing to write their own Daring Tales of the Space Lanes 
  stories can use this table to create ﬂ awed robots (either 
  as allies or enemies). If you allow robot player charac-
  ters, you could even create a new Hindrance—Recurring 
  Fault—and make the hero draw a card.
  Important: Unless the heroes actively remove their 
  disguises, no amount of damage reveals they are human. 
  Droids aren’t indestructible, but they are built to last.
  Card 
  Problem
  Deuce 
  Intermittent: Nothing appears to be wrong 
  with the robot. However, if the hero is dealt 
  a deuce in combat as his ﬁ rst action card 
  in any round, the leg servos seize up. The 
  character cannot move that round. This also 
  precludes certain other rolls, such as Agility 
  rolls to avoid an area effect attack. Whether 
  or not it prevents the use of Dodge is up to 
  the GM.
  Three 
  One Arm: The robot was built with just one 
  arm, positioned centrally. The character can 
  use the limb as his dominant one. He other-
  wise suffers as per the One Arm Hindrance.
  Four 
  Squeaky: The robot squeaks loudly when it 
  moves. Any Stealth rolls are made at –2.
  Five 
  Major Leg Joints: –2 Pace (running die d4).
  Six 
  Audio Sensors: The robot’s audio sensors 
  are damaged. The hero suffers the Minor 
  Hard of Hearing Hindrance (or Major if he 
  already has the Hindrance).
  Seven 
  Visual Sensors: The lenses are badly 
  ROBOT RUMBLE
  ROBOT RUMBLE
  5
  the rapidly expanding crowd. As he approaches, 
  the ﬁ rst of the mangled cargo crates is being 
  dragged from the hold. He lets out a loud cry of 
  anguish.
  “I oughta’ call my lawyer, you, you…” The man’s 
  red skin goes an even darker shade. Then, all of a 
  sudden, he calms and smiles. “Actually, you may 
  have just done me a favor. I have a proposition for 
  you. I strongly suggest you do me the courtesy of 
  listening before these ﬂ esh-hounds…” he gestures 
  to the army of bureaucrats, “…eat you alive.”
  If the party agrees, the alien takes them to one side 
  while promising the bureaucrats the crew won’t leave 
  the starport.
  “My name is Pidi Argon, and that cargo was des-
  tined for me. I run a proﬁ table business, but one 
  which has run into certain trouble. No, no, this 
  isn’t going to be an insurance scam. The planet is 
  suffering a serious crime wave right now, and my 
  facilities have been targeted a number of times. 
  My insurance premiums are going into orbit and 
  the police won’t help. You see, on Lux, you have to 
  pay the police to investigate a crime. A case this 
  big would cost me millions.
  “However, I know the criminals are all robots op-
  erating out of Tin Town, a robot-only slum on the 
  other side of the city. So here’s my deal, and listen 
  good. You’ll enter Tin Town disguised as robots, 
  inﬁ ltrate the gang, and bring down the leader. In 
  return, I take all the glory for cracking the case, I 
  waive the cargo damage, and I repair your ship so 
  you can leave and forever be out of my sight.
  “The alternative,” he cranes his neck to look at the 
  bureaucrats, “is a jail sentence and a hefty ﬁ ne.”
  Assuming the party doesn’t want to spend the next ten 
  years in prison while they work off their debts, Argon’s 
  offer is likely to be accepted. The businessman smoothes 
  over the immediate problems with the bureaucrats, 
  promising that all ﬁ nes will be settled by his company.
  ROBOT DISGUISES
  ROBOT DISGUISES
  Argon wasn’t joking when he said the heroes had to 
  inﬁ ltrate Tin Town in disguise. During the ride to one of 
  his factories, Argon ﬁ lls in a little background informa-
  tion. Paraphrase the info from the ﬁ rst four paragraphs of 
  the Introduction. On reaching the factory, Argon bustles 
  them through to an old storeroom. Scattered around are 
  various robot shells.
  “If you want to survive, you’ll need to wear these 
  shells and try to pass yourselves off as robots. All 
  the main gates into Tin Town are covered by bio-
  logical detectors. They can easily penetrate your 
  disguises, so you’ll be slipping in a back way. 
  There are a lot of disused tunnels leading into the 
  slum, and the robots likely don’t know of their 
  existence.
  “By using them you’ll be able to emerge inside the 
  walls and blend into the crowd without having to 
  be scanned or answer any unwanted questions.”
  Each character is going to effectively “hide” inside 
  a hollowed-out robot. (Just like Anthony Daniels and 
  Kenny Baker in Star Wars.) The heroes are going to be 
  in similar disguise.
  Unfortunately, the robot parts have seen better days. 
  There is more than enough salvage to cover the spac-
  ers’ skin, but unfortunately not all the parts are in good 
  working order. As such, deal each hero a card from the 
  action deck and check the value against the table below. 
  A hero with McGyver has enough bits to ﬁ x one of these 
  problems, but no more (under any circumstances). Re-
  pair rolls don’t work to ﬁ x these ﬂ aws—these are recur-
  ring issues. Even if a brand new part is used, the problem 
  returns very quickly.
  Unfortunately, the characters can only wear minimal 
  clothing while in disguise. On the plus side, they have 
  +2 Armor thanks to be robot’s shell (unless otherwise 
  stated).
  As well as being used in this adventure, GMs want-
  ing to write their own Daring Tales of the Space Lanes 
  stories can use this table to create ﬂ awed robots (either 
  as allies or enemies). If you allow robot player charac-
  ters, you could even create a new Hindrance—Recurring 
  Fault—and make the hero draw a card.
  Important: Unless the heroes actively remove their 
  disguises, no amount of damage reveals they are human. 
  Droids aren’t indestructible, but they are built to last.
  Card 
  Problem
  Deuce 
  Intermittent: Nothing appears to be wrong 
  with the robot. However, if the hero is dealt 
  a deuce in combat as his ﬁ rst action card 
  in any round, the leg servos seize up. The 
  character cannot move that round. This also 
  precludes certain other rolls, such as Agility 
  rolls to avoid an area effect attack. Whether 
  or not it prevents the use of Dodge is up to 
  the GM.
  Three 
  One Arm: The robot was built with just one 
  arm, positioned centrally. The character can 
  use the limb as his dominant one. He other-
  wise suffers as per the One Arm Hindrance.
  Four 
  Squeaky: The robot squeaks loudly when it 
  moves. Any Stealth rolls are made at –2.
  Five 
  Major Leg Joints: –2 Pace (running die d4).
  Six 
  Audio Sensors: The robot’s audio sensors 
  are damaged. The hero suffers the Minor 
  Hard of Hearing Hindrance (or Major if he 
  already has the Hindrance).
  Seven 
  Visual Sensors: The lenses are badly 
  
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  6
  scratched or chipped. The character gains 
  the Minor Bad Eyes Hindrance.
  Eight 
  Voice Unit: The vox module has developed a 
  ﬂ aw, leaving the “robot” with a high-pitched 
  voice. He has –1 Charisma.
  Nine 
  Industrial Robot: The robot has no hands! 
  Instead, it has a cutting torch (Str+d6) on 
  the right arm and a large hammer (Str+d8) 
  on the left. Both are melee weapons.
  Ten 
  Minor Leg Joints: –1 Pace (running die is 
  unaffected).
  Jack 
  Tracks: The robot lacks legs, instead being 
  joined to a tracked chassis. Pace is unaffected 
  and the hero even beneﬁ ts from treating 
  each inch of difﬁ cult ground as 1.5” instead 
  of 2”. However, he cannot jump (unless he 
  moves his entire Pace before making the 
  attempt) or climb stairs easily (half Pace and 
  no running die).
  Queen 
  Worn Panels: The hero has +1 Armor.
  King 
  Exterior Arm Servos: These work normally 
  until action cards are dealt, at which point 
  they begin to act erratically. If the hero draws 
  a Club for his action card, his Strength that 
  round is d4. A Diamond gives him Strength 
  d6, a Heart d8, and a Spade d10. On a Joker, 
  he has Strength d12.
  Ace 
  Heavy Graspers: The robot lacks the ﬁ nesse 
  to use high-tech items. The adventurer has 
  the equivalent of the All Thumbs Hindrance.
  Joker 
  Very Minor: Whatever the problem is, it 
  doesn’t affect the character stuffed inside.
  SCENE 4: ZAP!
  SCENE 4: ZAP!
  Once the characters are in their robot disguises, Argon 
  drives them to an abandoned sewage treatment plant. 
  After opening a heavy blast door, Argon gestures inside.
  “Keep walking straight. When you come to an ac-
  cess hatch labeled 1138 you know you’re in the 
  right place. It comes out in a back alley, so you 
  shouldn’t be spotted. Just remember you’re robots 
  and you should be ﬁ ne.”
  After a mile or so, the heroes pass through another 
  heavy blast door. This one seals shut behind them (and 
  can’t be opened). A mechanical voice then begins issuing 
  warnings! “Alert! Alert! Large vermin detected in sewers. 
  Initiating automated laser grid Red Sector Five.”
  Run this scene as a chase. Place ten markers on the 
  tabletop to represent the tunnel. The heroes begin on 
  the third marker and the lasers on the ﬁ rst. In order to 
  escape the laser grid, the heroes must move beyond the 
  tenth marker. Any “robots” who cannot run suffer a –2 
  penalty to their Agility rolls.
  The laser grid is faulty, though still lethal. When in 
  good working order the entire tunnel was ﬁ lled simulta-
  neously with cutting beams. After decades without main-
  tenance each laser now ﬁ res up in turn. The lasers have 
  d8 Agility and a Wild Die. They cannot use any stunts or 
  maneuvers.
  If the laser grid ends up on the same marker as a hero 
  or moves ahead of him, the character suffers 2d10 dam-
  age (from an Extra) at the end of the current round. This 
  rule exists to make the action cinematic—not reduce the 
  heroes to a steaming mass of lacerated chunks.
  After escaping the laser grid, the characters reach ac-
  cess hatch 1138 without further incident.
  Example: The heroes begin running toward safety! 
  At the end of the second round Ani is on the ﬁ fth marker 
  and the lasers are on the third. Next round, she wins 
  initiative but fails the Agility roll, gaining no distance. 
  The laser rolls a 9, and moves two positions, bringing it 
  level with the pilot. Ani suffers 2d10 damage when the 
  round ends.
  Next round, the lasers get a higher action card but 
  roll a failure. Ani scores a raise! The pilot rushes ahead 
  of the crackling beams, emerging from the grid with the 
  robot casing scored but intact. Since Ani is ahead of the 
  grid at the end of the round no damage is inﬂ icted.
  ACT 2: TROUBLE IN TIN TOWN
  ACT 2: TROUBLE IN TIN TOWN
  Hatch 1138 is located in a quiet back alley, just like 
  Argon promised. The heroes can hear the roar of trafﬁ c 
  from the main road and mufﬂ ed mechanical voices.
  SCENE 1: I AM THE LAW
  SCENE 1: I AM THE LAW
  Tin Town is a wreck. Garbage litters the streets, as 
  do old and failed robots. Every building is dilapidated, 
  shops are boarded up, and the roads are full of potholes 
  and cracks. Fortunately the vehicles screaming along 
  the main strip are anti-gravity powered skimmers. To 
  say that Tin Town has seen better days is like saying that 
  the universe is quite large—a gross understatement.
  As you try to cross the street two robots approach 
  you. One, a bipedal unit pockmarked with small, round 
  dents and stained by blaster impacts, raises a hand. 
  “Your description matches that of wanted fugitives. Halt 
  in the name of the law.” The smaller robot, which looks 
  like a tracked garbage can, suddenly opens to reveal a 
  mass of large guns!
  The “sheriff” is self-appointed. He’s an old law en-
  forcement unit who has teamed up with a obsolete war-
  bot to try and bring law and order to the mean streets 
  of Tin Town. Like pretty much everything in Tin Town, 
  the sheriff isn’t ﬁ ring on all cylinders. His memory banks 
  have mistaken the heroes for a gang of criminals he ar-
  rested years ago and unfortunately, he’s now extremely 
  trigger-happy!
  Check the map for the layout of the street. Garbage 
  cans, wrecked vehicles, and other solid obstacles can be 
  used for Cover (+2 Armor). Debris and potholes make 
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  6
  scratched or chipped. The character gains 
  the Minor Bad Eyes Hindrance.
  Eight 
  Voice Unit: The vox module has developed a 
  ﬂ aw, leaving the “robot” with a high-pitched 
  voice. He has –1 Charisma.
  Nine 
  Industrial Robot: The robot has no hands! 
  Instead, it has a cutting torch (Str+d6) on 
  the right arm and a large hammer (Str+d8) 
  on the left. Both are melee weapons.
  Ten 
  Minor Leg Joints: –1 Pace (running die is 
  unaffected).
  Jack 
  Tracks: The robot lacks legs, instead being 
  joined to a tracked chassis. Pace is unaffected 
  and the hero even beneﬁ ts from treating 
  each inch of difﬁ cult ground as 1.5” instead 
  of 2”. However, he cannot jump (unless he 
  moves his entire Pace before making the 
  attempt) or climb stairs easily (half Pace and 
  no running die).
  Queen 
  Worn Panels: The hero has +1 Armor.
  King 
  Exterior Arm Servos: These work normally 
  until action cards are dealt, at which point 
  they begin to act erratically. If the hero draws 
  a Club for his action card, his Strength that 
  round is d4. A Diamond gives him Strength 
  d6, a Heart d8, and a Spade d10. On a Joker, 
  he has Strength d12.
  Ace 
  Heavy Graspers: The robot lacks the ﬁ nesse 
  to use high-tech items. The adventurer has 
  the equivalent of the All Thumbs Hindrance.
  Joker 
  Very Minor: Whatever the problem is, it 
  doesn’t affect the character stuffed inside.
  SCENE 4: ZAP!
  SCENE 4: ZAP!
  Once the characters are in their robot disguises, Argon 
  drives them to an abandoned sewage treatment plant. 
  After opening a heavy blast door, Argon gestures inside.
  “Keep walking straight. When you come to an ac-
  cess hatch labeled 1138 you know you’re in the 
  right place. It comes out in a back alley, so you 
  shouldn’t be spotted. Just remember you’re robots 
  and you should be ﬁ ne.”
  After a mile or so, the heroes pass through another 
  heavy blast door. This one seals shut behind them (and 
  can’t be opened). A mechanical voice then begins issuing 
  warnings! “Alert! Alert! Large vermin detected in sewers. 
  Initiating automated laser grid Red Sector Five.”
  Run this scene as a chase. Place ten markers on the 
  tabletop to represent the tunnel. The heroes begin on 
  the third marker and the lasers on the ﬁ rst. In order to 
  escape the laser grid, the heroes must move beyond the 
  tenth marker. Any “robots” who cannot run suffer a –2 
  penalty to their Agility rolls.
  The laser grid is faulty, though still lethal. When in 
  good working order the entire tunnel was ﬁ lled simulta-
  neously with cutting beams. After decades without main-
  tenance each laser now ﬁ res up in turn. The lasers have 
  d8 Agility and a Wild Die. They cannot use any stunts or 
  maneuvers.
  If the laser grid ends up on the same marker as a hero 
  or moves ahead of him, the character suffers 2d10 dam-
  age (from an Extra) at the end of the current round. This 
  rule exists to make the action cinematic—not reduce the 
  heroes to a steaming mass of lacerated chunks.
  After escaping the laser grid, the characters reach ac-
  cess hatch 1138 without further incident.
  Example: The heroes begin running toward safety! 
  At the end of the second round Ani is on the ﬁ fth marker 
  and the lasers are on the third. Next round, she wins 
  initiative but fails the Agility roll, gaining no distance. 
  The laser rolls a 9, and moves two positions, bringing it 
  level with the pilot. Ani suffers 2d10 damage when the 
  round ends.
  Next round, the lasers get a higher action card but 
  roll a failure. Ani scores a raise! The pilot rushes ahead 
  of the crackling beams, emerging from the grid with the 
  robot casing scored but intact. Since Ani is ahead of the 
  grid at the end of the round no damage is inﬂ icted.
  ACT 2: TROUBLE IN TIN TOWN
  ACT 2: TROUBLE IN TIN TOWN
  Hatch 1138 is located in a quiet back alley, just like 
  Argon promised. The heroes can hear the roar of trafﬁ c 
  from the main road and mufﬂ ed mechanical voices.
  SCENE 1: I AM THE LAW
  SCENE 1: I AM THE LAW
  Tin Town is a wreck. Garbage litters the streets, as 
  do old and failed robots. Every building is dilapidated, 
  shops are boarded up, and the roads are full of potholes 
  and cracks. Fortunately the vehicles screaming along 
  the main strip are anti-gravity powered skimmers. To 
  say that Tin Town has seen better days is like saying that 
  the universe is quite large—a gross understatement.
  As you try to cross the street two robots approach 
  you. One, a bipedal unit pockmarked with small, round 
  dents and stained by blaster impacts, raises a hand. 
  “Your description matches that of wanted fugitives. Halt 
  in the name of the law.” The smaller robot, which looks 
  like a tracked garbage can, suddenly opens to reveal a 
  mass of large guns!
  The “sheriff” is self-appointed. He’s an old law en-
  forcement unit who has teamed up with a obsolete war-
  bot to try and bring law and order to the mean streets 
  of Tin Town. Like pretty much everything in Tin Town, 
  the sheriff isn’t ﬁ ring on all cylinders. His memory banks 
  have mistaken the heroes for a gang of criminals he ar-
  rested years ago and unfortunately, he’s now extremely 
  trigger-happy!
  Check the map for the layout of the street. Garbage 
  cans, wrecked vehicles, and other solid obstacles can be 
  used for Cover (+2 Armor). Debris and potholes make 
  
  ROBOT RUMBLE
  ROBOT RUMBLE
  7
  for difﬁ cult ground, but do not impede line of sight or 
  provide Cover.
  When dealing action cards, the GM should deal him-
  self an extra card (see below).
  You’ll also need several of each skimmer vehicle ﬂ at. 
  On each vehicle is a letter from A to D. You’ll notice 
  the map has matching letters at the top of each road. 
  Whenever a character draws a Club for initiative a vehicle 
  enters play. One vehicle appears for each Club suit in 
  play. Check the value against the table below.
  Pick a vehicle whose letter matches the second letter 
  and place it touching the edge of the map which cor-
  responds to the ﬁ rst letter. The letter on the ﬂ at is there 
  as a reminder of where the vehicle is going, not where it 
  came from. For instance, a skimmer appears on a three 
  of Clubs. Pick a vehicle labeled B and position it off the 
  road on side A. When it moves, it heads toward the edge 
  of the map marked B. If multiple vehicles appear from 
  the same map face, position them 1” apart.
  You should vary which route the cars take. If they 
  all drive along the exact same path the combatants will 
  quickly be able to avoid them. One quick method is to 
  use the suit of the skimmer’s action card when placing 
  new vehicles. On a Club it touches the center of the road. 
  A Diamond means it is one inch nearer the sidewalk, a 
  Heart is 2”, and a Spade 3” (which means it actually over-
  laps the sidewalk!).
  Card 
  Starting Area/Destination
  Deuce 
  Two cars appear this round. The ﬁ rst is 
  A/C and the second C/A.
  Three 
  A/B
  Four 
  A/D
  Five 
  B/A
  Six 
  B/C
  Seven 
  B/D
  Eight 
  C/A
  Nine 
  C/B
  Ten 
  C/D
  Jack 
  D/A
  Queen 
  D/B
  King 
  D/C
  Ace 
  Two cars appear this round. The ﬁ rst is 
  A/B and the second C/D.
  The skimmers act using the GM’s extra action card 
  (you can ignore it if there are no Clubs in play and no ve-
  hicles on the map). The cars all move the same speed—
  12”. They drive on the same side of the street as cars in 
  your country. When moving, the vehicles head toward 
  their destination letter. They take 90 degree turns at the 
  crossroad. No vehicle ever has to make a Driving roll. 
  The vehicles block line of sight unless a hero is prone, 
  whereupon he can ﬁ re beneath them.
  The vehicles don’t stop at intersections. If a vehicle 
  is in danger of colliding with another vehicle then it 
  screeches to a halt, avoiding a pile up. It accelerates back 
  to 12” per round at the start of the next round.
  Luckily for pedestrians, the vehicles are ﬁ tted with 
  anti-pedestrian forceﬁ eld bumpers. These low energy 
  shields knock anyone caught in the vehicle’s path to 
  safety, thus preventing unnecessary road fatalities. The 
  vehicles make no attempt to avoid pedestrians.
  Anyone struck by a moving vehicle must make an 
  Agility roll at –2 as a free action. With a success, they are 
  moved to the closest unoccupied square, having leapt to 
  safety in time, or they may fall prone—player’s choice. 
  On a failure, they are knocked into the nearest unoccu-
  pied square, fall prone, and are Shaken. This counts as 
  a physical attack. Note that an unoccupied square at the 
  time of the collision may be occupied by a vehicle very 
  soon after—it’s called bad luck!
  Note that neither the sheriff nor his deputy makes 
  another appearance in the adventure. Use their bennies 
  to make Soak rolls, not reroll missed attacks.
   Robot Sheriff Bart: See page 17.
   Robot Deputy WD: See page 17.
  SCENE 2: SO YOU WANT TO BE A 
  SCENE 2: SO YOU WANT TO BE A 
  BOXER?
  BOXER?
  Once they’ve shaken off the police, the characters 
  can get on with their mission—to ﬁ nd and inﬁ ltrate the 
  robot criminal gang. Fortunately for the party, the gang 
  operates quite openly in Tin Town. Many robots actually 
  see them as heroes, not villains, for the criminals spread 
  a little of the wealth they accumulate among the popu-
  lace (Angwat hopes that if the robots’ open support for 
  the criminals grows it’ll be easier to tarnish the entire 
  construct community).
  On a successful Streetwise roll, the heroes are given 
  the location of a bar in which elements of the gang regu-
  larly hang out—“The Rusty Servo.”
  THE RUSTY SERVO
  THE RUSTY SERVO
  As rundown as the rest of Tin Town, The Rusty Servo 
  is a low-grade cantina patronized by the dregs of robot 
  society. A jukebox blares out tinny binary code as a series 
  of low and high notes, the air is thick with the smell of 
  heated lubricating oil and hydraulic ﬂ uid (robot drinks), 
  and the stench of rust from the ﬁ lthier clientele.
  The bar droid, a former cocktail waiter unit, has eight 
  arms for serving drinks rapidly. If asked about the gang, 
  he gestures to a booth at the back. A collection of armed 
  droids is clearly visible seated around the booth.
  When approached, several of the goons stand up and 
  intercept the characters. Before they have chance to re-
  act, a grumbling, deep voice comes from the booth’s sole 
  occupant, a former construction worker droid. “Now, 
  now, boys,” the robot says. “Where are you manners? 
  I’ve told you before, all robots are our people. Let them 
  through…after taking their guns, of course.”
  The goons divest the characters of any hand-held 
  guns, but have trouble working out what to do with 
  robots with ﬁ tted weapons. Eventually they just give up 
  and let the adventurers through.
  ROBOT RUMBLE
  ROBOT RUMBLE
  7
  for difﬁ cult ground, but do not impede line of sight or 
  provide Cover.
  When dealing action cards, the GM should deal him-
  self an extra card (see below).
  You’ll also need several of each skimmer vehicle ﬂ at. 
  On each vehicle is a letter from A to D. You’ll notice 
  the map has matching letters at the top of each road. 
  Whenever a character draws a Club for initiative a vehicle 
  enters play. One vehicle appears for each Club suit in 
  play. Check the value against the table below.
  Pick a vehicle whose letter matches the second letter 
  and place it touching the edge of the map which cor-
  responds to the ﬁ rst letter. The letter on the ﬂ at is there 
  as a reminder of where the vehicle is going, not where it 
  came from. For instance, a skimmer appears on a three 
  of Clubs. Pick a vehicle labeled B and position it off the 
  road on side A. When it moves, it heads toward the edge 
  of the map marked B. If multiple vehicles appear from 
  the same map face, position them 1” apart.
  You should vary which route the cars take. If they 
  all drive along the exact same path the combatants will 
  quickly be able to avoid them. One quick method is to 
  use the suit of the skimmer’s action card when placing 
  new vehicles. On a Club it touches the center of the road. 
  A Diamond means it is one inch nearer the sidewalk, a 
  Heart is 2”, and a Spade 3” (which means it actually over-
  laps the sidewalk!).
  Card 
  Starting Area/Destination
  Deuce 
  Two cars appear this round. The ﬁ rst is 
  A/C and the second C/A.
  Three 
  A/B
  Four 
  A/D
  Five 
  B/A
  Six 
  B/C
  Seven 
  B/D
  Eight 
  C/A
  Nine 
  C/B
  Ten 
  C/D
  Jack 
  D/A
  Queen 
  D/B
  King 
  D/C
  Ace 
  Two cars appear this round. The ﬁ rst is 
  A/B and the second C/D.
  The skimmers act using the GM’s extra action card 
  (you can ignore it if there are no Clubs in play and no ve-
  hicles on the map). The cars all move the same speed—
  12”. They drive on the same side of the street as cars in 
  your country. When moving, the vehicles head toward 
  their destination letter. They take 90 degree turns at the 
  crossroad. No vehicle ever has to make a Driving roll. 
  The vehicles block line of sight unless a hero is prone, 
  whereupon he can ﬁ re beneath them.
  The vehicles don’t stop at intersections. If a vehicle 
  is in danger of colliding with another vehicle then it 
  screeches to a halt, avoiding a pile up. It accelerates back 
  to 12” per round at the start of the next round.
  Luckily for pedestrians, the vehicles are ﬁ tted with 
  anti-pedestrian forceﬁ eld bumpers. These low energy 
  shields knock anyone caught in the vehicle’s path to 
  safety, thus preventing unnecessary road fatalities. The 
  vehicles make no attempt to avoid pedestrians.
  Anyone struck by a moving vehicle must make an 
  Agility roll at –2 as a free action. With a success, they are 
  moved to the closest unoccupied square, having leapt to 
  safety in time, or they may fall prone—player’s choice. 
  On a failure, they are knocked into the nearest unoccu-
  pied square, fall prone, and are Shaken. This counts as 
  a physical attack. Note that an unoccupied square at the 
  time of the collision may be occupied by a vehicle very 
  soon after—it’s called bad luck!
  Note that neither the sheriff nor his deputy makes 
  another appearance in the adventure. Use their bennies 
  to make Soak rolls, not reroll missed attacks.
   Robot Sheriff Bart: See page 17.
   Robot Deputy WD: See page 17.
  SCENE 2: SO YOU WANT TO BE A 
  SCENE 2: SO YOU WANT TO BE A 
  BOXER?
  BOXER?
  Once they’ve shaken off the police, the characters 
  can get on with their mission—to ﬁ nd and inﬁ ltrate the 
  robot criminal gang. Fortunately for the party, the gang 
  operates quite openly in Tin Town. Many robots actually 
  see them as heroes, not villains, for the criminals spread 
  a little of the wealth they accumulate among the popu-
  lace (Angwat hopes that if the robots’ open support for 
  the criminals grows it’ll be easier to tarnish the entire 
  construct community).
  On a successful Streetwise roll, the heroes are given 
  the location of a bar in which elements of the gang regu-
  larly hang out—“The Rusty Servo.”
  THE RUSTY SERVO
  THE RUSTY SERVO
  As rundown as the rest of Tin Town, The Rusty Servo 
  is a low-grade cantina patronized by the dregs of robot 
  society. A jukebox blares out tinny binary code as a series 
  of low and high notes, the air is thick with the smell of 
  heated lubricating oil and hydraulic ﬂ uid (robot drinks), 
  and the stench of rust from the ﬁ lthier clientele.
  The bar droid, a former cocktail waiter unit, has eight 
  arms for serving drinks rapidly. If asked about the gang, 
  he gestures to a booth at the back. A collection of armed 
  droids is clearly visible seated around the booth.
  When approached, several of the goons stand up and 
  intercept the characters. Before they have chance to re-
  act, a grumbling, deep voice comes from the booth’s sole 
  occupant, a former construction worker droid. “Now, 
  now, boys,” the robot says. “Where are you manners? 
  I’ve told you before, all robots are our people. Let them 
  through…after taking their guns, of course.”
  The goons divest the characters of any hand-held 
  guns, but have trouble working out what to do with 
  robots with ﬁ tted weapons. Eventually they just give up 
  and let the adventurers through.
  
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  8
  The construction worker droid then enquires of the 
  heroes as to their business. The characters can be as 
  open or as secretive as they want—the droid mob boss, 
  who goes by the name of Strong-Arm Joe, is used to ro-
  bots seeking employment in the organization. Assuming 
  the party eventually gets around to asking for a job, Joe 
  emits a rumbling laugh.
  SECONDS OUT
  SECONDS OUT
  “You and half the droids in Robot Heights! I’m 
  a fair droid, so I’ll give you the same chance as 
  all the other saps who come to me begging for 
  employment. You best my boys in a little friendly 
  sparring, and I’ll give you a crack. We’ve got a big 
  job coming up and you look like you can handle 
  yourselves in a scrap.”
  “I’m Strong-Arm Joe, by the way. Used to work in 
  construction. If you displease me, I shall take your 
  scrawny bodies and twist them into a new shape.” 
  Joe clicks his ﬁ ngers and a set of strange controls 
  is placed on the table. “This is a holo boxing suite. 
  You pick up the gloves and two holograms appear. 
  As you move your hands, so they ﬁ ght. A lot less 
  painful than real ﬁ ghting, don’t you agree?”
  Have the heroes make Common Knowledge rolls. 
  Those who succeed have heard of holo boxing before. 
  While you don’t get the full impact of being smashed in 
  the face by a hulking bruiser, the gloves do feed back sen-
  sory information in the form of powerful electric shocks. 
  These affect biological life forms and robots equally, but 
  only for a short while.
  Joe excludes robots with no hands from ﬁ ghting. He 
  ﬁ gures if they have tools they must be able to use them. 
  All other characters are paired up with one of his goons. 
  Run the bouts simultaneously. The hologram boxers 
  don’t move and the characters can’t aid each other in 
  any way, so it’s just a matter of dealing action cards and 
  making Fighting rolls. Combat Edges unrelated to move-
  ment work normally—these are part of the boxer’s make 
  up, not the hologram’s.
  Game players suffer Str+d4 damage from a hit, ignor-
  ing all armor. It can be Soaked as normal. Joe has actu-
  ally rigged the holo gloves to be “more effective,” so the 
  damage isn’t as temporary as the heroes might believe. 
  Treat it as regular nonlethal damage. However, at the 
  start of the next Act they remove two wounds inﬂ icted in 
  the game or one regular wound.
  The GM should also take the time to put a little 
  pressure on the heroes. Have a goon ask one character 
  what his former occupation was or why he came to Ro-
  bot Heights. Another could offer a character a smoking 
  drink. A clever player may take the drink and just pour it 
  into his disguise’s head without it touching his real lips. 
  Actually being foolish enough to consume the beverage 
  causes 3d8 damage, ignoring all armor.
       Strong-Arm Joe: See page 18.
   Robot Goons (2 per hero): See page 18.
  SCENE 3: YOU’RE HIRED!
  SCENE 3: YOU’RE HIRED!
  Win or lose, Joe hires the characters—his boss (Ang-
  wat) has demanded he hire new help, and the heroes are 
  the best of a very sad bunch of potential recruits.
  Strong-Arm Joe cracks his mighty knuckles. “Get 
  these guys drinks,” he orders one of his goons, 
  “and bring me the map.” While one robot scurries 
  off to fetch concoctions surely toxic to non-robots, 
  another lays out a ﬂ imsy plastic sheet. Joe taps on 
  the ﬁ lm, causing a three-dimensional holographic 
  image to appear suspended a few inches above 
  the table.
  “This here,” the mob boss grumbles pointing to 
  what looks like a train, “--is a train. Stored in a se-
  cure baggage car is a small black box. We, or more 
  speciﬁ cally you, are going to steal the box. You’ll 
  drop onto the passenger cars at this bridge, then 
  make your way inside and secure the box.” The 
  map ﬂ icks forward to a different stretch of track.
  “At this point there are three tracks running 
  parallel. We will have a second engine ready to 
  run alongside the one you are in. When you have 
  the box, you’ll jump train and make good your 
  escape. The train will take you to a warehouse 
  in the starport, where you will be rewarded in 
  person by the big boss. We call him Sir.
  “We’re planning a major expansion of our activi-
  ties soon. Pull this off, and you’ll be rewarded with 
  a patch of your own to rob blind. You could become 
  very rich droids if you play your cards right.”
  Joe doesn’t know what is in the black box, nor does 
  he care. His orders are to steal it. However, Joe ﬁ gures 
  it is easier on him to let the hired help take all the risks, 
  just in case anything goes terribly wrong.
  ACT 3: SECOND CLASS TRAVEL
  ACT 3: SECOND CLASS TRAVEL
  Joe and his droids aren’t exactly cutting edge technol-
  ogy, and are sorely lacking in the CPU department. Not 
  only is the map they used decades out of date, they’ve 
  also dropped the heroes off at the wrong bridge! The 
  bridge should have been on the plains. Instead, it’s in 
  a low mountain range. Up ahead, the track bends out 
  of sight.
  Right on time the train comes thundering along. 
  Strong-Arm Joe gives a snappy salute and points over 
  the side of the bridge. “We’ll see you later,” he barks. 
  “Now, time your jumps and get going!”
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  8
  The construction worker droid then enquires of the 
  heroes as to their business. The characters can be as 
  open or as secretive as they want—the droid mob boss, 
  who goes by the name of Strong-Arm Joe, is used to ro-
  bots seeking employment in the organization. Assuming 
  the party eventually gets around to asking for a job, Joe 
  emits a rumbling laugh.
  SECONDS OUT
  SECONDS OUT
  “You and half the droids in Robot Heights! I’m 
  a fair droid, so I’ll give you the same chance as 
  all the other saps who come to me begging for 
  employment. You best my boys in a little friendly 
  sparring, and I’ll give you a crack. We’ve got a big 
  job coming up and you look like you can handle 
  yourselves in a scrap.”
  “I’m Strong-Arm Joe, by the way. Used to work in 
  construction. If you displease me, I shall take your 
  scrawny bodies and twist them into a new shape.” 
  Joe clicks his ﬁ ngers and a set of strange controls 
  is placed on the table. “This is a holo boxing suite. 
  You pick up the gloves and two holograms appear. 
  As you move your hands, so they ﬁ ght. A lot less 
  painful than real ﬁ ghting, don’t you agree?”
  Have the heroes make Common Knowledge rolls. 
  Those who succeed have heard of holo boxing before. 
  While you don’t get the full impact of being smashed in 
  the face by a hulking bruiser, the gloves do feed back sen-
  sory information in the form of powerful electric shocks. 
  These affect biological life forms and robots equally, but 
  only for a short while.
  Joe excludes robots with no hands from ﬁ ghting. He 
  ﬁ gures if they have tools they must be able to use them. 
  All other characters are paired up with one of his goons. 
  Run the bouts simultaneously. The hologram boxers 
  don’t move and the characters can’t aid each other in 
  any way, so it’s just a matter of dealing action cards and 
  making Fighting rolls. Combat Edges unrelated to move-
  ment work normally—these are part of the boxer’s make 
  up, not the hologram’s.
  Game players suffer Str+d4 damage from a hit, ignor-
  ing all armor. It can be Soaked as normal. Joe has actu-
  ally rigged the holo gloves to be “more effective,” so the 
  damage isn’t as temporary as the heroes might believe. 
  Treat it as regular nonlethal damage. However, at the 
  start of the next Act they remove two wounds inﬂ icted in 
  the game or one regular wound.
  The GM should also take the time to put a little 
  pressure on the heroes. Have a goon ask one character 
  what his former occupation was or why he came to Ro-
  bot Heights. Another could offer a character a smoking 
  drink. A clever player may take the drink and just pour it 
  into his disguise’s head without it touching his real lips. 
  Actually being foolish enough to consume the beverage 
  causes 3d8 damage, ignoring all armor.
       Strong-Arm Joe: See page 18.
   Robot Goons (2 per hero): See page 18.
  SCENE 3: YOU’RE HIRED!
  SCENE 3: YOU’RE HIRED!
  Win or lose, Joe hires the characters—his boss (Ang-
  wat) has demanded he hire new help, and the heroes are 
  the best of a very sad bunch of potential recruits.
  Strong-Arm Joe cracks his mighty knuckles. “Get 
  these guys drinks,” he orders one of his goons, 
  “and bring me the map.” While one robot scurries 
  off to fetch concoctions surely toxic to non-robots, 
  another lays out a ﬂ imsy plastic sheet. Joe taps on 
  the ﬁ lm, causing a three-dimensional holographic 
  image to appear suspended a few inches above 
  the table.
  “This here,” the mob boss grumbles pointing to 
  what looks like a train, “--is a train. Stored in a se-
  cure baggage car is a small black box. We, or more 
  speciﬁ cally you, are going to steal the box. You’ll 
  drop onto the passenger cars at this bridge, then 
  make your way inside and secure the box.” The 
  map ﬂ icks forward to a different stretch of track.
  “At this point there are three tracks running 
  parallel. We will have a second engine ready to 
  run alongside the one you are in. When you have 
  the box, you’ll jump train and make good your 
  escape. The train will take you to a warehouse 
  in the starport, where you will be rewarded in 
  person by the big boss. We call him Sir.
  “We’re planning a major expansion of our activi-
  ties soon. Pull this off, and you’ll be rewarded with 
  a patch of your own to rob blind. You could become 
  very rich droids if you play your cards right.”
  Joe doesn’t know what is in the black box, nor does 
  he care. His orders are to steal it. However, Joe ﬁ gures 
  it is easier on him to let the hired help take all the risks, 
  just in case anything goes terribly wrong.
  ACT 3: SECOND CLASS TRAVEL
  ACT 3: SECOND CLASS TRAVEL
  Joe and his droids aren’t exactly cutting edge technol-
  ogy, and are sorely lacking in the CPU department. Not 
  only is the map they used decades out of date, they’ve 
  also dropped the heroes off at the wrong bridge! The 
  bridge should have been on the plains. Instead, it’s in 
  a low mountain range. Up ahead, the track bends out 
  of sight.
  Right on time the train comes thundering along. 
  Strong-Arm Joe gives a snappy salute and points over 
  the side of the bridge. “We’ll see you later,” he barks. 
  “Now, time your jumps and get going!”
  
  ROBOT RUMBLE
  ROBOT RUMBLE
  9
  SCENE 1: TIGHT SQUEEZE
  SCENE 1: TIGHT SQUEEZE
  Dropping onto the moving train requires an Agil-
  ity roll. If a robot disguise lacks legs and/or arms, then 
  there’s a ﬂ at –2 penalty. Those who fail don’t slide off, 
  but they are Shaken. This could be the difference be-
  tween life and some serious pain!
  Unfortunately, the train rounds the bend to reveal a 
  tunnel just a few yards ahead! To save money, and stop 
  joyriders, the tunnel was constructed with scant inches 
  clearance all around—anyone on the roof or hanging 
  from the sides is going to get hurt. Normally the wise 
  plan would be to hang down and climb in through a win-
  dow. Unfortunately the passenger cars are all state of the 
  art, and lack windows! (They instead use holographic 
  screens to present different scenery.)
  In order to reach safety before the train enters the 
  tunnel the characters have to perform four tasks in order. 
  These are detailed below. The heroes can try to perform 
  multiple actions in the same round, but the usual penal-
  ties apply on top of any listed in the text. A failed roll can 
  be repeated in subsequent rounds.
  If a hero hasn’t left the roof by the end of the sixth 
  round he suffers 5d10 damage from an Extra as he is 
  scraped along the roof. On the positive side, he is knocked 
  between two passenger cars, thus allowing what is left of 
  him to enter the train and begin the hunt.
  * Any heroes Shaken by the landing must recover 
  as normal before they can try any of the following ac-
  tions.
  The heroes must ﬁ rst head toward an end of the car. 
  As it stands, they are in the center. The train is moving 
  fast and the platform is far from stable. Ask the heroes 
  which way they are running—toward or away from the 
  tunnel entrance. Those who move toward the tunnel 
  have just ﬁ ve rounds in total. Those who run in the op-
  posite direction have six rounds (in total). Regardless, 
  an Agility roll is required.
  * Unfortunately the passenger car doesn’t have an 
  accessible door (the gap between the trains is covered). 
  The heroes must leap onto the next car to search for 
  one. This requires a Strength roll. Anyone failing is left 
  dangling by whatever they have for hands. A Strength roll 
  is required on later rounds to pull themselves back up 
  onto the train.
  * Another Agility roll is required to move along the 
  second passenger car. Because the party has to cross the 
  entire car, rather than just half of it, the roll is made at 
  –2. A failure allows a reroll on subsequent rounds at no 
  penalty (the hero has crossed part of the roof).
  * Finally, the heroes reach an entryway. They can either 
  jump down (an Agility roll to land on the narrow bridge 
  between the cars) or climb down (a Climbing roll). Fail-
  ure leaves them dangling with their legs off the train! An 
  Agility or Strength roll (hero’s choice) is required to pull 
  themselves out of danger.
  Whether they make it in time or end up being a buf-
  fer between the tunnel and the train, the characters (or 
  what is left of them) are now on the train.
  SCENE 2: LITTLE BLACK BOX
  SCENE 2: LITTLE BLACK BOX
  Once aboard, the heroes encounter the ticket collec-
  tor. This short droid is relentless in inspecting tickets, 
  often asking the same people ten times during a journey. 
  It cannot be bribed nor threatened, neither can it be 
  destroyed easily (it has Heavy Armor). Either the heroes 
  pay up 20 credits each (5 credits for a ticket plus a ﬁ ne 
  of 15 more for not having a ticket while aboard the train) 
  or they ﬁ nd some way to dispose of it.
  The inspector doesn’t have stats—it is an obstacle to 
  be circumvented, not blown to smithereens. Possible 
  methods of foiling it include luring it toward a door and 
  shoving it off the train (a Strength roll), locking it in a toi-
  let (a Lockpicking roll to ensure it can’t easily escape), or 
  stealing a ticket from another passenger (a Stealth roll). 
  Let the players have a little fun and light relief.
  The baggage car isn’t locked, nor does it appear to 
  be guarded. There are guards lurking on the train, but 
  they’re all undercover operatives blending in with the 
  crowd.
  THE BAGGAGE CAR
  THE BAGGAGE CAR
  Overhead storage compartments line the entire 
  length of the car. Sitting in the center of the ﬂ oor is a 
  long, cylindrical crate. Secured tightly to one wall are a 
  half dozen gas canisters.
  The crate is locked with a fairly simple combination 
  cipher. Cracking the code requires a Lockpicking roll. On 
  opening the crate the heroes discover a small black box 
  with wires protruding from both ends. There is a small 
  computer panel inside the crate lid. Unfortunately, any 
  attempts to take the device cause a forceﬁ eld to encase 
  it, rendering it immovable. A faint, tinny voice can be 
  heard saying, “Security forceﬁ eld activated. Laser grid 
  activated in T-minus 36 seconds and counting.”
  Deactivating the laser grid requires a hero to make 
  four successful Lockpicking rolls within six rounds. Fail-
  ure has no disastrous effect—it just means they have to 
  steal the entire crate! And to make matters worse, two 
  squads of security guards have been alerted by a silent 
  alarm.
  The carriage is 4” wide and 14” long. The crate sits in 
  the center of the room and measures 1” wide and 2” in 
  length. It can be used for Cover by crouching heroes (Ar-
  mor +8). At either end of the baggage car is a door. Half 
  the security troops enter from each door. Each group has 
  a separate action card.
  The storage lockers are supposedly secure, but the 
  ride is bumpy and the locks past their prime. On any 
  round a deuce is drawn as a hero’s ﬁ rst card the locker 
  above him ﬂ ops open and dumps some of its contents. 
  It does this at the start of the round, before any actions 
  are taken. The character must make an Agility roll at –2 
  as a free action or be Shaken (this is a damaging attack). 
  In the event the security guards draw a deuce, only one 
  of their number is affected. The lockers can be deliber-
  ately targeted. This requires a Called Shot at no penalty. 
  ROBOT RUMBLE
  ROBOT RUMBLE
  9
  SCENE 1: TIGHT SQUEEZE
  SCENE 1: TIGHT SQUEEZE
  Dropping onto the moving train requires an Agil-
  ity roll. If a robot disguise lacks legs and/or arms, then 
  there’s a ﬂ at –2 penalty. Those who fail don’t slide off, 
  but they are Shaken. This could be the difference be-
  tween life and some serious pain!
  Unfortunately, the train rounds the bend to reveal a 
  tunnel just a few yards ahead! To save money, and stop 
  joyriders, the tunnel was constructed with scant inches 
  clearance all around—anyone on the roof or hanging 
  from the sides is going to get hurt. Normally the wise 
  plan would be to hang down and climb in through a win-
  dow. Unfortunately the passenger cars are all state of the 
  art, and lack windows! (They instead use holographic 
  screens to present different scenery.)
  In order to reach safety before the train enters the 
  tunnel the characters have to perform four tasks in order. 
  These are detailed below. The heroes can try to perform 
  multiple actions in the same round, but the usual penal-
  ties apply on top of any listed in the text. A failed roll can 
  be repeated in subsequent rounds.
  If a hero hasn’t left the roof by the end of the sixth 
  round he suffers 5d10 damage from an Extra as he is 
  scraped along the roof. On the positive side, he is knocked 
  between two passenger cars, thus allowing what is left of 
  him to enter the train and begin the hunt.
  * Any heroes Shaken by the landing must recover 
  as normal before they can try any of the following ac-
  tions.
  The heroes must ﬁ rst head toward an end of the car. 
  As it stands, they are in the center. The train is moving 
  fast and the platform is far from stable. Ask the heroes 
  which way they are running—toward or away from the 
  tunnel entrance. Those who move toward the tunnel 
  have just ﬁ ve rounds in total. Those who run in the op-
  posite direction have six rounds (in total). Regardless, 
  an Agility roll is required.
  * Unfortunately the passenger car doesn’t have an 
  accessible door (the gap between the trains is covered). 
  The heroes must leap onto the next car to search for 
  one. This requires a Strength roll. Anyone failing is left 
  dangling by whatever they have for hands. A Strength roll 
  is required on later rounds to pull themselves back up 
  onto the train.
  * Another Agility roll is required to move along the 
  second passenger car. Because the party has to cross the 
  entire car, rather than just half of it, the roll is made at 
  –2. A failure allows a reroll on subsequent rounds at no 
  penalty (the hero has crossed part of the roof).
  * Finally, the heroes reach an entryway. They can either 
  jump down (an Agility roll to land on the narrow bridge 
  between the cars) or climb down (a Climbing roll). Fail-
  ure leaves them dangling with their legs off the train! An 
  Agility or Strength roll (hero’s choice) is required to pull 
  themselves out of danger.
  Whether they make it in time or end up being a buf-
  fer between the tunnel and the train, the characters (or 
  what is left of them) are now on the train.
  SCENE 2: LITTLE BLACK BOX
  SCENE 2: LITTLE BLACK BOX
  Once aboard, the heroes encounter the ticket collec-
  tor. This short droid is relentless in inspecting tickets, 
  often asking the same people ten times during a journey. 
  It cannot be bribed nor threatened, neither can it be 
  destroyed easily (it has Heavy Armor). Either the heroes 
  pay up 20 credits each (5 credits for a ticket plus a ﬁ ne 
  of 15 more for not having a ticket while aboard the train) 
  or they ﬁ nd some way to dispose of it.
  The inspector doesn’t have stats—it is an obstacle to 
  be circumvented, not blown to smithereens. Possible 
  methods of foiling it include luring it toward a door and 
  shoving it off the train (a Strength roll), locking it in a toi-
  let (a Lockpicking roll to ensure it can’t easily escape), or 
  stealing a ticket from another passenger (a Stealth roll). 
  Let the players have a little fun and light relief.
  The baggage car isn’t locked, nor does it appear to 
  be guarded. There are guards lurking on the train, but 
  they’re all undercover operatives blending in with the 
  crowd.
  THE BAGGAGE CAR
  THE BAGGAGE CAR
  Overhead storage compartments line the entire 
  length of the car. Sitting in the center of the ﬂ oor is a 
  long, cylindrical crate. Secured tightly to one wall are a 
  half dozen gas canisters.
  The crate is locked with a fairly simple combination 
  cipher. Cracking the code requires a Lockpicking roll. On 
  opening the crate the heroes discover a small black box 
  with wires protruding from both ends. There is a small 
  computer panel inside the crate lid. Unfortunately, any 
  attempts to take the device cause a forceﬁ eld to encase 
  it, rendering it immovable. A faint, tinny voice can be 
  heard saying, “Security forceﬁ eld activated. Laser grid 
  activated in T-minus 36 seconds and counting.”
  Deactivating the laser grid requires a hero to make 
  four successful Lockpicking rolls within six rounds. Fail-
  ure has no disastrous effect—it just means they have to 
  steal the entire crate! And to make matters worse, two 
  squads of security guards have been alerted by a silent 
  alarm.
  The carriage is 4” wide and 14” long. The crate sits in 
  the center of the room and measures 1” wide and 2” in 
  length. It can be used for Cover by crouching heroes (Ar-
  mor +8). At either end of the baggage car is a door. Half 
  the security troops enter from each door. Each group has 
  a separate action card.
  The storage lockers are supposedly secure, but the 
  ride is bumpy and the locks past their prime. On any 
  round a deuce is drawn as a hero’s ﬁ rst card the locker 
  above him ﬂ ops open and dumps some of its contents. 
  It does this at the start of the round, before any actions 
  are taken. The character must make an Agility roll at –2 
  as a free action or be Shaken (this is a damaging attack). 
  In the event the security guards draw a deuce, only one 
  of their number is affected. The lockers can be deliber-
  ately targeted. This requires a Called Shot at no penalty. 
  
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  10
  10
  Anyone beneath the locker must make an Agility roll as 
  above.
  The canisters each occupy a 1” square. Activating 
  them requires a hero to be adjacent or to blast at one. 
  Opening one manually requires an action but no die roll. 
  Each canister contains a gas similar to nitrous oxide (aka 
  “laughing gas”). On release, the gas ﬁ lls a Medium Burst 
  Template. A template remains in play for three rounds. 
  Anyone in or entering the template must make a Vigor 
  roll or become light-headed and disoriented. Treat this 
  as a level of Fatigue. Heroes who become Incapacitated 
  by the gas collapse in hysterics, unable to do anything 
  but scream with laughter. Death cannot occur as a result 
  of this. Fatigue is recovered at the rate of one level per 
  ﬁ ve minutes breathing fresh air.
   Security Troops (2 per hero): See page 18.
  SCENE 3: FOLLOW THAT TRAIN!
  SCENE 3: FOLLOW THAT TRAIN!
  Once the party has the not-so-small black box in their 
  possession they can make good their escape. Right on 
  time a second engine pulls up alongside on the adjacent 
  track. The driver, a droid, lowers a gangplank, which 
  bridges the gap between the two trains. With expert 
  ease he maneuvers the engine to match the train’s exact 
  speed. Crossing the gangplank doesn’t require a die roll 
  as it has self-extending hand rails.
  Once aboard, the driver congratulates the characters 
  and gestures to a bench in the back of the engine—“Make 
  yourselves at home,” the droid says, “we’re almost out 
  of the woods!”
  With that, a loud explosion rocks the engine. The 
  driver, who was standing near the door, slips and 
  tumbles out, smashing into a thousand pieces as he hits 
  the ground. Looking around, the adventurers see a pair 
  of anti-grav sleds bearing down on them. Up ahead are 
  the city suburbs and safety! The only snag is the engine 
  is slowing, and more anti-grav sleds can be seen in the 
  distance.
  Run this scene using the Chase rules. Lay out ten 
  markers on the tabletop. The engine begins on the 
  second marker and the security sleds on the ﬁ rst . The 
  distance between each Range Increment is 10”. Note, 
  though, that the track isn’t 100” long. The distance the 
  vehicles move each round is irrelevant—all that matters 
  is the gap between the trains.
  If the heroes move beyond the tenth marker, the en-
  gine enters the heavily built up starport. The sleds cannot 
  follow due to the amount of aerial trafﬁ c and billboards.
  Driving the engine uses the Driving skill. The track 
  isn’t a straight line, so the skill rolls are measures of 
  when to speed up and slow down, as well as the use of 
  emergency breaks due to failing to slow for a sharp bend. 
  Trains do not roll on the Out of Control table under any 
  circumstances. Instead, the next Driving roll is made at 
  –2. No stunts or maneuvers can be used except Push.
  The sleds are faster than the engine. Their pilots have 
  +1 to Piloting rolls.
  Shoveling additional fuel nuggets into the boiler 
  makes the engine go faster (inform the players of this). A 
  stoker who is on Hold or acts before the driver can use 
  the Cooperative Rolls rules by making a Strength roll. 
  Each success and raise adds to the driver’s Driving roll 
  this round as normal. Unfortunately, the extra nuggets 
  create the risk of a boiler explosion. Draw a card from the 
  action deck for each success and raise scored by a stoker. 
  A Joker means the boiler is damaged. The engine’s Top 
  Speed is halved immediately.
  Characters not involved in driving or stoking can mer-
  rily blast away at the security sleds, which lack heavy ar-
  mor. If the attackers are within one Range Increment of 
  each other then everyone has Medium Cover (–2) as they 
  ﬁ re from doorways. Otherwise the narrow angle makes 
  it Heavy Cover (–4). The engine is also considered an 
  Unstable Platform.
  Aboard the four-man sleds, one of the security staff 
  drives while another mans the heavy laser. The gunner 
  blasts at the engine. The remaining pair in each vehicle 
  ﬁ re their blaster pistols at the heroes.
  (M) Security Troops (8): See page 18.
  SECURITY SLED (2)
  SECURITY SLED (2)
  These hover sleds are used by mercenary and security 
  forces across the galaxy. They are open-topped, but pro-
  vide Medium Cover to the driver and passengers. The 
  sled has advanced stabilizers, but these really only aid 
  the heavy laser operator.
  Acc/Top Speed: 25/100; Toughness: 12 (2); Handling: 
  +1; Shields Pods: 1; Crew: 1+3
  Notes: Improved Stabilizer; Max ceiling 5”
  Weapons:
  * 1 x heavy laser (Range: 12/24/48; Damage: 3d6; ROF 
  1; AP 6, HW)
  TRAIN ENGINE
  TRAIN ENGINE
  The train resembles those of Earth’s Wild West. How-
  ever, rather than using coal it runs on low-radiation fuel 
  nuggets. There is enough room in the engine for the 
  driver and up to ﬁ ve others. The driver beneﬁ ts from 
  Heavy Cover (–4), but the passengers are exposed, hav-
  ing just Light Cover (–1).
  Acc/Top Speed: 10/80; Toughness: 16 (4); Handling: 
  +0; Shields Pods: 0; Crew: 1+5
  Notes: Can only run on rails; Heavy Armor
  OPENING THE BOX
  OPENING THE BOX
  The box isn’t just sealed; it’s a single piece cast out 
  of reinforced polycarbide resin. It can be blasted apart, 
  but that will destroy the contents as well. Let Curious 
  characters try all they want—they won’t be able to look 
  inside.
  SCENE 4: BETRAYED!
  SCENE 4: BETRAYED!
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  10
  10
  Anyone beneath the locker must make an Agility roll as 
  above.
  The canisters each occupy a 1” square. Activating 
  them requires a hero to be adjacent or to blast at one. 
  Opening one manually requires an action but no die roll. 
  Each canister contains a gas similar to nitrous oxide (aka 
  “laughing gas”). On release, the gas ﬁ lls a Medium Burst 
  Template. A template remains in play for three rounds. 
  Anyone in or entering the template must make a Vigor 
  roll or become light-headed and disoriented. Treat this 
  as a level of Fatigue. Heroes who become Incapacitated 
  by the gas collapse in hysterics, unable to do anything 
  but scream with laughter. Death cannot occur as a result 
  of this. Fatigue is recovered at the rate of one level per 
  ﬁ ve minutes breathing fresh air.
   Security Troops (2 per hero): See page 18.
  SCENE 3: FOLLOW THAT TRAIN!
  SCENE 3: FOLLOW THAT TRAIN!
  Once the party has the not-so-small black box in their 
  possession they can make good their escape. Right on 
  time a second engine pulls up alongside on the adjacent 
  track. The driver, a droid, lowers a gangplank, which 
  bridges the gap between the two trains. With expert 
  ease he maneuvers the engine to match the train’s exact 
  speed. Crossing the gangplank doesn’t require a die roll 
  as it has self-extending hand rails.
  Once aboard, the driver congratulates the characters 
  and gestures to a bench in the back of the engine—“Make 
  yourselves at home,” the droid says, “we’re almost out 
  of the woods!”
  With that, a loud explosion rocks the engine. The 
  driver, who was standing near the door, slips and 
  tumbles out, smashing into a thousand pieces as he hits 
  the ground. Looking around, the adventurers see a pair 
  of anti-grav sleds bearing down on them. Up ahead are 
  the city suburbs and safety! The only snag is the engine 
  is slowing, and more anti-grav sleds can be seen in the 
  distance.
  Run this scene using the Chase rules. Lay out ten 
  markers on the tabletop. The engine begins on the 
  second marker and the security sleds on the ﬁ rst . The 
  distance between each Range Increment is 10”. Note, 
  though, that the track isn’t 100” long. The distance the 
  vehicles move each round is irrelevant—all that matters 
  is the gap between the trains.
  If the heroes move beyond the tenth marker, the en-
  gine enters the heavily built up starport. The sleds cannot 
  follow due to the amount of aerial trafﬁ c and billboards.
  Driving the engine uses the Driving skill. The track 
  isn’t a straight line, so the skill rolls are measures of 
  when to speed up and slow down, as well as the use of 
  emergency breaks due to failing to slow for a sharp bend. 
  Trains do not roll on the Out of Control table under any 
  circumstances. Instead, the next Driving roll is made at 
  –2. No stunts or maneuvers can be used except Push.
  The sleds are faster than the engine. Their pilots have 
  +1 to Piloting rolls.
  Shoveling additional fuel nuggets into the boiler 
  makes the engine go faster (inform the players of this). A 
  stoker who is on Hold or acts before the driver can use 
  the Cooperative Rolls rules by making a Strength roll. 
  Each success and raise adds to the driver’s Driving roll 
  this round as normal. Unfortunately, the extra nuggets 
  create the risk of a boiler explosion. Draw a card from the 
  action deck for each success and raise scored by a stoker. 
  A Joker means the boiler is damaged. The engine’s Top 
  Speed is halved immediately.
  Characters not involved in driving or stoking can mer-
  rily blast away at the security sleds, which lack heavy ar-
  mor. If the attackers are within one Range Increment of 
  each other then everyone has Medium Cover (–2) as they 
  ﬁ re from doorways. Otherwise the narrow angle makes 
  it Heavy Cover (–4). The engine is also considered an 
  Unstable Platform.
  Aboard the four-man sleds, one of the security staff 
  drives while another mans the heavy laser. The gunner 
  blasts at the engine. The remaining pair in each vehicle 
  ﬁ re their blaster pistols at the heroes.
  (M) Security Troops (8): See page 18.
  SECURITY SLED (2)
  SECURITY SLED (2)
  These hover sleds are used by mercenary and security 
  forces across the galaxy. They are open-topped, but pro-
  vide Medium Cover to the driver and passengers. The 
  sled has advanced stabilizers, but these really only aid 
  the heavy laser operator.
  Acc/Top Speed: 25/100; Toughness: 12 (2); Handling: 
  +1; Shields Pods: 1; Crew: 1+3
  Notes: Improved Stabilizer; Max ceiling 5”
  Weapons:
  * 1 x heavy laser (Range: 12/24/48; Damage: 3d6; ROF 
  1; AP 6, HW)
  TRAIN ENGINE
  TRAIN ENGINE
  The train resembles those of Earth’s Wild West. How-
  ever, rather than using coal it runs on low-radiation fuel 
  nuggets. There is enough room in the engine for the 
  driver and up to ﬁ ve others. The driver beneﬁ ts from 
  Heavy Cover (–4), but the passengers are exposed, hav-
  ing just Light Cover (–1).
  Acc/Top Speed: 10/80; Toughness: 16 (4); Handling: 
  +0; Shields Pods: 0; Crew: 1+5
  Notes: Can only run on rails; Heavy Armor
  OPENING THE BOX
  OPENING THE BOX
  The box isn’t just sealed; it’s a single piece cast out 
  of reinforced polycarbide resin. It can be blasted apart, 
  but that will destroy the contents as well. Let Curious 
  characters try all they want—they won’t be able to look 
  inside.
  SCENE 4: BETRAYED!
  SCENE 4: BETRAYED!
  
  ROBOT RUMBLE
  ROBOT RUMBLE
  1111
  As the engine thunders through the city, a droid 
  activates a set of switches, diverting the train onto an 
  industrial siding that leads into a large warehouse. It’s 
  obvious from the weeds poking through the tracks and 
  the crumbling, derelict building this area hasn’t seen 
  much care in many years.  As the engine roars inside, 
  automatic brakes kick into life, preventing it from driving 
  straight through the far end. The large warehouse doors 
  shut behind the engine with an ominous clang.
  Waiting in the warehouse are Strong-Arm Joe and a 
  handful of robot minions. Joe orders four of the goons 
  to take the box from the heroes. If they refuse, perhaps 
  demanding to see the boss ﬁ rst, Joe snarls, “That ain’t 
  the way things work around here.” Should the party still 
  refuse to hand over the loot, a ﬁ ght breaks out (it’s going 
  to happen soon anyway).
  Once the goons have the box they place it at Strong-
  Arm Joe’s feet.
  “You did real good, real good. Unfortunately 
  there’s been a slight change of plan. The boss 
  wants you eliminated!”
  It’s time for the inevitable betrayal!
  The warehouse measures 12” wide and 18” long. 
  The train track is 2” wide and runs up the center of the 
  building. Crossing it or moving along its length counts 
  as difﬁ cult ground.
  The engine itself is 4” wide and 8” long. It blocks line 
  of sight and can be used as Cover (+4 Heavy Armor). 
  The engine is parked 3” from the far end of the structure. 
  The warehouse doors are Toughness 40 (10) and have 
  Heavy Armor—the train cannot pick up enough speed to 
  smash its way out, though kudos to heroes who think of 
  that as an escape route!
  Break up the remaining terrain with crates and other 
  obstacles. These make great Cover (+2 Armor) and block 
  line of sight. Movement through small or low obstacles 
  (like a single crate) is difﬁ cult ground.
  The use of blasters startles a ﬂ ock of glo-bats (so 
  named because they glow due to radiation poisoning 
  from leaky reactors), which begin diving, ﬂ itting, and 
  swooping across the warehouse. Use a Large Burst tem-
  plate for the bats. They begin in the center of the ware-
  house, appearing at the start of round two. Deal them an 
  action card as normal.
  The bats move 2d6” in a random direction on their 
  action. Roll a d12 to determine the direction, reading 
  it as a clock face. If the swarm hits a wall, its movement 
  for the round ends (meaning it might not move in some 
  rounds). Any characters caught under the swarm or who 
  enter the template must make an Agility roll as a free 
  action or be Shaken. This is a non-physical attack—being 
  Shaken represents the hero trying to fend off the bats 
  and general disorientation as the dense ﬂ ock ﬂ its past.
  Immediately after Joe takes his third wound, a series 
  of laser forceﬁ elds spring up around the heroes, trap-
  ping them. A robotic voice (not Joe’s) calls out. “Throw 
  your weapons into the forceﬁ elds if you wish to live. Do 
  not attempt to escape—the barriers are set to a level 
  which will instantly vaporize anything touching them.”
  If the heroes want to call the speaker’s bluff and touch 
  one of the screens ask the hero if he is sure. If he still 
  wants to follow with his course of action he takes 3d10 
  damage from a Wild Card source. Any weapons thrown 
  into the beams vaporize in a shower of sparks.
  Parties who refuse to comply ﬁ nd the forceﬁ eld closes 
  in on them slightly. Joe then demonstrates the danger of 
  the ﬁ elds, if not already known, by shoving one of the 
  goons into the laser grid—it falls through as a mass of 
  severed parts. “Don’t try the boss’ patience,” the hulking 
  droid sneers. “He’ll shrink those beams and you’ll be 
  sliced into tiny components.”
  The threat isn’t one to be taken lightly. Give the he-
  roes exactly three more chances to comply. After that, it’s 
  time to make new characters as the beam is squeezed in 
  on them, giving them no hope of escape. Heroes who 
  surrender at the very ﬁ rst request earn a benny. Those 
  who resist in any way do not.
  In the event the party surrender ﬁ rst or are all knocked 
  unconscious, they are disarmed and manacled. Proceed 
  to Act 4.
   Strong-Arm Joe: See page 18. Don’t spend any of 
  Joe’s bennies.
   Robot Goons (2 per hero): See page 18.
  ACT 4: HEAVY METAL SHOWDOWN
  ACT 4: HEAVY METAL SHOWDOWN
  Still under the illusion the characters are droids, 
  Strong-Arm and his goons manacle the characters and 
  march them off to a small room. The surfaces are ceramic 
  tiles, not metal plates. High above is a large iris valve. 
  The ﬂ oor tiles have holes in them. By the door is a com-
  puter panel. A second panel is on the opposite side of 
  the room.
  SCENE 1: ACID BATH
  SCENE 1: ACID BATH
  A slim, golden robot steps into the room. “They’re 
  ready, boss,” Strong-Arm gloats. With a wave of his 
  hand the boss orders everyone out of the room. 
  “Yes, I am the mastermind behind this organiza-
  tion,” the droid hisses. The mechanoid reaches up 
  and pulls off its head! No, not its head, just a face 
  plate. The boss isn’t a droid at all—he’s ﬂ esh and 
  blood!
  “Yes,” he smirks, “I am very much alive, in the 
  traditional sense of the word. My name is Nor 
  Angwat. I must thank you for aiding me in recov-
  ering the black box. What is it? Ah, that is a key 
  component in a very powerful bomb. Years ago I 
  was a successful businessman, you see, but you 
  droids cost me everything with your demands 
  ROBOT RUMBLE
  ROBOT RUMBLE
  1111
  As the engine thunders through the city, a droid 
  activates a set of switches, diverting the train onto an 
  industrial siding that leads into a large warehouse. It’s 
  obvious from the weeds poking through the tracks and 
  the crumbling, derelict building this area hasn’t seen 
  much care in many years.  As the engine roars inside, 
  automatic brakes kick into life, preventing it from driving 
  straight through the far end. The large warehouse doors 
  shut behind the engine with an ominous clang.
  Waiting in the warehouse are Strong-Arm Joe and a 
  handful of robot minions. Joe orders four of the goons 
  to take the box from the heroes. If they refuse, perhaps 
  demanding to see the boss ﬁ rst, Joe snarls, “That ain’t 
  the way things work around here.” Should the party still 
  refuse to hand over the loot, a ﬁ ght breaks out (it’s going 
  to happen soon anyway).
  Once the goons have the box they place it at Strong-
  Arm Joe’s feet.
  “You did real good, real good. Unfortunately 
  there’s been a slight change of plan. The boss 
  wants you eliminated!”
  It’s time for the inevitable betrayal!
  The warehouse measures 12” wide and 18” long. 
  The train track is 2” wide and runs up the center of the 
  building. Crossing it or moving along its length counts 
  as difﬁ cult ground.
  The engine itself is 4” wide and 8” long. It blocks line 
  of sight and can be used as Cover (+4 Heavy Armor). 
  The engine is parked 3” from the far end of the structure. 
  The warehouse doors are Toughness 40 (10) and have 
  Heavy Armor—the train cannot pick up enough speed to 
  smash its way out, though kudos to heroes who think of 
  that as an escape route!
  Break up the remaining terrain with crates and other 
  obstacles. These make great Cover (+2 Armor) and block 
  line of sight. Movement through small or low obstacles 
  (like a single crate) is difﬁ cult ground.
  The use of blasters startles a ﬂ ock of glo-bats (so 
  named because they glow due to radiation poisoning 
  from leaky reactors), which begin diving, ﬂ itting, and 
  swooping across the warehouse. Use a Large Burst tem-
  plate for the bats. They begin in the center of the ware-
  house, appearing at the start of round two. Deal them an 
  action card as normal.
  The bats move 2d6” in a random direction on their 
  action. Roll a d12 to determine the direction, reading 
  it as a clock face. If the swarm hits a wall, its movement 
  for the round ends (meaning it might not move in some 
  rounds). Any characters caught under the swarm or who 
  enter the template must make an Agility roll as a free 
  action or be Shaken. This is a non-physical attack—being 
  Shaken represents the hero trying to fend off the bats 
  and general disorientation as the dense ﬂ ock ﬂ its past.
  Immediately after Joe takes his third wound, a series 
  of laser forceﬁ elds spring up around the heroes, trap-
  ping them. A robotic voice (not Joe’s) calls out. “Throw 
  your weapons into the forceﬁ elds if you wish to live. Do 
  not attempt to escape—the barriers are set to a level 
  which will instantly vaporize anything touching them.”
  If the heroes want to call the speaker’s bluff and touch 
  one of the screens ask the hero if he is sure. If he still 
  wants to follow with his course of action he takes 3d10 
  damage from a Wild Card source. Any weapons thrown 
  into the beams vaporize in a shower of sparks.
  Parties who refuse to comply ﬁ nd the forceﬁ eld closes 
  in on them slightly. Joe then demonstrates the danger of 
  the ﬁ elds, if not already known, by shoving one of the 
  goons into the laser grid—it falls through as a mass of 
  severed parts. “Don’t try the boss’ patience,” the hulking 
  droid sneers. “He’ll shrink those beams and you’ll be 
  sliced into tiny components.”
  The threat isn’t one to be taken lightly. Give the he-
  roes exactly three more chances to comply. After that, it’s 
  time to make new characters as the beam is squeezed in 
  on them, giving them no hope of escape. Heroes who 
  surrender at the very ﬁ rst request earn a benny. Those 
  who resist in any way do not.
  In the event the party surrender ﬁ rst or are all knocked 
  unconscious, they are disarmed and manacled. Proceed 
  to Act 4.
   Strong-Arm Joe: See page 18. Don’t spend any of 
  Joe’s bennies.
   Robot Goons (2 per hero): See page 18.
  ACT 4: HEAVY METAL SHOWDOWN
  ACT 4: HEAVY METAL SHOWDOWN
  Still under the illusion the characters are droids, 
  Strong-Arm and his goons manacle the characters and 
  march them off to a small room. The surfaces are ceramic 
  tiles, not metal plates. High above is a large iris valve. 
  The ﬂ oor tiles have holes in them. By the door is a com-
  puter panel. A second panel is on the opposite side of 
  the room.
  SCENE 1: ACID BATH
  SCENE 1: ACID BATH
  A slim, golden robot steps into the room. “They’re 
  ready, boss,” Strong-Arm gloats. With a wave of his 
  hand the boss orders everyone out of the room. 
  “Yes, I am the mastermind behind this organiza-
  tion,” the droid hisses. The mechanoid reaches up 
  and pulls off its head! No, not its head, just a face 
  plate. The boss isn’t a droid at all—he’s ﬂ esh and 
  blood!
  “Yes,” he smirks, “I am very much alive, in the 
  traditional sense of the word. My name is Nor 
  Angwat. I must thank you for aiding me in recov-
  ering the black box. What is it? Ah, that is a key 
  component in a very powerful bomb. Years ago I 
  was a successful businessman, you see, but you 
  droids cost me everything with your demands 
  
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  12
  12
  for equal rights and wages! Now I shall have my 
  revenge!
  “When this bomb detonates in the heart of the 
  starport, our planet’s economy will be broken. The 
  criminal activity of my robot gang has already 
  alienated a large portion of our society, and once 
  the starport is a smoking crater I, or rather my 
  construct persona, shall take credit. There will 
  be a universal outcry. Droids will be put back in 
  their rightful place and we will rebuild the civili-
  zation you tin heads destroyed!
  “But you will not be here to see that. I cannot take 
  the risk that you haven’t already looked in the 
  box. You may decide to go to the authorities with 
  your knowledge. Alas,” he says, punching in digits 
  on the computer panel opposite the door, “in just 
  over 30 seconds a torrent of highly corrosive acid 
  will pour from that valve overhead and dissolve 
  every last trace of you. At least it will be quick.
  “Oh, and I’ve locked the computer panels. You 
  can’t escape.”
  With that, he dons his face mask, opens the door, 
  and steps through. With a loud clank it seals 
  shut.
  Angwat doesn’t care if the characters are droids or bio-
  logical life forms—they know too much. If they do reveal 
  any ﬂ esh, Angwat fails to look surprised (he is, but he 
  doesn’t show it). “Yes,” he comments without emotion, 
  “I already knew. The sensors in Tin Town picked you up 
  long ago. Fortunately I had the curiosity to deactivate 
  them so I could see what you were up to.”
  This is an outrageous lie. Angwat doesn’t like to be 
  made to look stupid, so he quickly invented this cover 
  story to save face. It also makes him appear much more 
  inﬂ uential in Tin Town.
  This is another scene where the characters have to 
  perform four tasks in six rounds to avoid a nasty fate. In 
  this case, their destiny is to be bathed in very concentrat-
  ed acid. As normal for these scenes, the 
  party must complete each task in order, 
  but can take a multiple action penalty if 
  they wish to try several steps at once. The 
  door cannot be opened by brute force.
  If the heroes are still in the room at 
  the end of the sixth round the valve in 
  the ceiling opens, releasing a deluge of 
  bitter-smelling acid. Fortunately for the 
  heroes the acid is specially formulated 
  to dissolve metal and plastic, but not 
  other substances. While the characters 
  lose their disguises, they don’t suffer any 
  actual damage. After a round the acid 
  drains away and the door, which is on an 
  automatic lock sequence, opens, freeing 
  the heroes.
  Of course, if the players expect to 
  survive unscathed and don’t get into the 
  spirit of the escape, then the acid is more 
  dangerous. The spacers suffer 3d10 dam-
  age (from an Extra), ignoring all forms 
  of armor.
  * They need to work free of their 
  bonds. This requires an Agility or 
  Strength roll at –2 (hero’s choice) each 
  round until successful. One roll can 
  be made each round. Once a character 
  is free, he may break the bonds of one 
  other person in a round. This allows for 
  no other actions.
  * Both computer panels are locked 
  out, but the heroes have enough sharp 
  metal on them to unscrew the front 
  panels. This requires an Agility roll. Each 
  panel has four screws. For each screw 
  a hero wants to undo in a single action 
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  12
  12
  for equal rights and wages! Now I shall have my 
  revenge!
  “When this bomb detonates in the heart of the 
  starport, our planet’s economy will be broken. The 
  criminal activity of my robot gang has already 
  alienated a large portion of our society, and once 
  the starport is a smoking crater I, or rather my 
  construct persona, shall take credit. There will 
  be a universal outcry. Droids will be put back in 
  their rightful place and we will rebuild the civili-
  zation you tin heads destroyed!
  “But you will not be here to see that. I cannot take 
  the risk that you haven’t already looked in the 
  box. You may decide to go to the authorities with 
  your knowledge. Alas,” he says, punching in digits 
  on the computer panel opposite the door, “in just 
  over 30 seconds a torrent of highly corrosive acid 
  will pour from that valve overhead and dissolve 
  every last trace of you. At least it will be quick.
  “Oh, and I’ve locked the computer panels. You 
  can’t escape.”
  With that, he dons his face mask, opens the door, 
  and steps through. With a loud clank it seals 
  shut.
  Angwat doesn’t care if the characters are droids or bio-
  logical life forms—they know too much. If they do reveal 
  any ﬂ esh, Angwat fails to look surprised (he is, but he 
  doesn’t show it). “Yes,” he comments without emotion, 
  “I already knew. The sensors in Tin Town picked you up 
  long ago. Fortunately I had the curiosity to deactivate 
  them so I could see what you were up to.”
  This is an outrageous lie. Angwat doesn’t like to be 
  made to look stupid, so he quickly invented this cover 
  story to save face. It also makes him appear much more 
  inﬂ uential in Tin Town.
  This is another scene where the characters have to 
  perform four tasks in six rounds to avoid a nasty fate. In 
  this case, their destiny is to be bathed in very concentrat-
  ed acid. As normal for these scenes, the 
  party must complete each task in order, 
  but can take a multiple action penalty if 
  they wish to try several steps at once. The 
  door cannot be opened by brute force.
  If the heroes are still in the room at 
  the end of the sixth round the valve in 
  the ceiling opens, releasing a deluge of 
  bitter-smelling acid. Fortunately for the 
  heroes the acid is specially formulated 
  to dissolve metal and plastic, but not 
  other substances. While the characters 
  lose their disguises, they don’t suffer any 
  actual damage. After a round the acid 
  drains away and the door, which is on an 
  automatic lock sequence, opens, freeing 
  the heroes.
  Of course, if the players expect to 
  survive unscathed and don’t get into the 
  spirit of the escape, then the acid is more 
  dangerous. The spacers suffer 3d10 dam-
  age (from an Extra), ignoring all forms 
  of armor.
  * They need to work free of their 
  bonds. This requires an Agility or 
  Strength roll at –2 (hero’s choice) each 
  round until successful. One roll can 
  be made each round. Once a character 
  is free, he may break the bonds of one 
  other person in a round. This allows for 
  no other actions.
  * Both computer panels are locked 
  out, but the heroes have enough sharp 
  metal on them to unscrew the front 
  panels. This requires an Agility roll. Each 
  panel has four screws. For each screw 
  a hero wants to undo in a single action 
  
  ROBOT RUMBLE
  ROBOT RUMBLE
  13
  13
  there is a cumulative –1 penalty. Up to two heroes may 
  Cooperate on a single panel.
  With success, a number of screws equal to the total 
  the hero was trying to undo pop loose. On a failure, one 
  less screw than the number nominated are removed. A 
  critical failure means none were freed. For instance, a 
  hero trying to remove all four screws in one task phase 
  would roll at –4. With success, all four screws are freed 
  and the circuitry is exposed. On a failure, he’d have loos-
  ened three screws, leaving one left next round.
  * Once the screws are out the heroes need to study 
  the wiring before they can begin messing with the 
  circuitry. After all, a wrong move could open the vent 
  prematurely.
  * A Repair roll at –2 is required to rewire the circuitry. 
  If the door is rewired, then it opens with a successful 
  roll. Correctly tampering with the other controls locks 
  the valve and ends the countdown. Either way, the door 
  opens, allowing the party to make good its escape.
  SCENE 2: CHASING STRONG-ARM
  SCENE 2: CHASING STRONG-ARM
  Angwat is long gone by the time the heroes escape. 
  Strong-Arm Joe and a few goons can be seen depart-
  ing in a hover car, which is soaring up into the trafﬁ c 
  lanes above the city. With no chance of chasing on foot, 
  the spacers need to ﬁ nd a vehicle. Fortunately, the area 
  around town is littered with derelict hover cars.
  GRAB THEIR GUNS!
  GRAB THEIR GUNS!
  The party have no weapons, no armor, and very little 
  in the way of clothing. Three options are available. First, 
  they can ignore it and start the chase immediately. Pro-
  ceed straight to the section below in this case.
  Second, they can scavenge from the junk around the 
  warehouse. This automatically locates objects suitable 
  for use in melee, such as lengths of pipe or a discarded 
  wrench. All these weapons inﬂ ict Str+d6 damage. Each 
  hero may make one Notice roll at –2. With success, they 
  locate a blaster pistol (Range: 12/24/48, Damage: 2d6) 
  that has been discarded for a reason—the power pack is 
  very low. A natural 1 on the Shooting die, regardless of 
  the Wild Die, drains the battery, leaving the gun unable 
  to ﬁ re. Note that if the Wild Die indicates a success, the 
  pack drains after that shot hits.
  A hero with McGyver has the time to make one Re-
  pair roll. With success, he can either improve a melee 
  weapon to inﬂ ict Str+d8 damage or get a blaster’s power 
  pack working at full capacity.
  Using option two, the party will likely be very short 
  on ﬁ repower. This means they’ll need to close the range 
  quickly during the Chase scene to follow in order to use 
  their melee weapons or ram the escaping hover car.
  Option three is for the GM to have four robot goons 
  patrolling the area (the warehouse is part of the gang’s 
  network of safe houses). In this instance, the heroes get 
  chance to acquire working pistols from the droids. Char-
  acters who make a successful Stealth roll get the Drop on 
  the ﬁ rst round. If all the spacers succeed, then they also 
  have Surprise. Anyone failing to hide blows the chance 
  of Surprise.
   Robot Goons (1 per hero): See page 18.
  FINDING A VEHICLE
  FINDING A VEHICLE
  First, the heroes must locate a suitable vehicle, one 
  which looks like it has a chance of being airworthy. This 
  requires a Notice roll as a free action. Getting it started 
  requires either a Piloting roll at –2 or a Repair roll. Each 
  attempt to ﬁ x the vehicle takes an entire round. With suc-
  cess, the heroes are airborne and can give chase.
  Before dealing action cards, the GM should draw one 
  card from the action deck and check the suit against the 
  table below. During the Chase, a character can attempt to 
  lessen the impact of the existing damage by making a Re-
  pair roll at –2 as an action. Success removes one wound, 
  and a raise removes two wounds. Only one roll may be 
  attempted, but the Cooperative rules may be used.
  Suit 
  Vehicle Condition
  Club 
  The vehicle is a wreck. It has two 
  wounds. One is a dent, but the other has 
  affected the aerodynamics. The vehicle’s 
  Handling is +0.
  Diamond 
  The vehicle has two wounds, but none 
  have caused any damage to the major 
  components.
  Heart 
  The vehicle has one wound, but it hasn’t 
  affected any major systems.
  Spade 
  The vehicle is undamaged.
  Joker 
  The vehicle looks like a heap of junk, but 
  it has actually been heavily modiﬁ ed. All 
  Piloting rolls are made at an additional 
  +1. Better still, a quick search discovers 
  100 credits behind the seats and enough 
  blaster pistols for every hero.
  CATCHING JOE
  CATCHING JOE
  Run this scene as a Chase using the special Obstacle 
  rules. Each Range Increment equates to 10”. If the heroes 
  can ﬁ nd a hover car and get it started in one round, they 
  begin just three Range Increments behind the villains 
  (Joe hasn’t been driving fast). Each additional round 
  increases Joe’s lead by one Range Increment.
  Disabling Joe or his hover car through violence isn’t 
  the only option. The heroes know his boss is actually 
  a biological entity who plans to blame the droids for 
  bombing the starport. If they can convince the burly 
  robot of this, they can get the same information and pos-
  sibly recruit an ally.
  This requires a Persuasion roll as an action opposed 
  by Joe’s Spirit. An attempt can only be made if the char-
  acters are within one Range Increment of Joe—they can’t 
  be heard at greater distances. A success earns the party 
  a token, while a raise garners two. When they have four 
  tokens Joe orders his driver to stop the hover car—he’s 
  ROBOT RUMBLE
  ROBOT RUMBLE
  13
  13
  there is a cumulative –1 penalty. Up to two heroes may 
  Cooperate on a single panel.
  With success, a number of screws equal to the total 
  the hero was trying to undo pop loose. On a failure, one 
  less screw than the number nominated are removed. A 
  critical failure means none were freed. For instance, a 
  hero trying to remove all four screws in one task phase 
  would roll at –4. With success, all four screws are freed 
  and the circuitry is exposed. On a failure, he’d have loos-
  ened three screws, leaving one left next round.
  * Once the screws are out the heroes need to study 
  the wiring before they can begin messing with the 
  circuitry. After all, a wrong move could open the vent 
  prematurely.
  * A Repair roll at –2 is required to rewire the circuitry. 
  If the door is rewired, then it opens with a successful 
  roll. Correctly tampering with the other controls locks 
  the valve and ends the countdown. Either way, the door 
  opens, allowing the party to make good its escape.
  SCENE 2: CHASING STRONG-ARM
  SCENE 2: CHASING STRONG-ARM
  Angwat is long gone by the time the heroes escape. 
  Strong-Arm Joe and a few goons can be seen depart-
  ing in a hover car, which is soaring up into the trafﬁ c 
  lanes above the city. With no chance of chasing on foot, 
  the spacers need to ﬁ nd a vehicle. Fortunately, the area 
  around town is littered with derelict hover cars.
  GRAB THEIR GUNS!
  GRAB THEIR GUNS!
  The party have no weapons, no armor, and very little 
  in the way of clothing. Three options are available. First, 
  they can ignore it and start the chase immediately. Pro-
  ceed straight to the section below in this case.
  Second, they can scavenge from the junk around the 
  warehouse. This automatically locates objects suitable 
  for use in melee, such as lengths of pipe or a discarded 
  wrench. All these weapons inﬂ ict Str+d6 damage. Each 
  hero may make one Notice roll at –2. With success, they 
  locate a blaster pistol (Range: 12/24/48, Damage: 2d6) 
  that has been discarded for a reason—the power pack is 
  very low. A natural 1 on the Shooting die, regardless of 
  the Wild Die, drains the battery, leaving the gun unable 
  to ﬁ re. Note that if the Wild Die indicates a success, the 
  pack drains after that shot hits.
  A hero with McGyver has the time to make one Re-
  pair roll. With success, he can either improve a melee 
  weapon to inﬂ ict Str+d8 damage or get a blaster’s power 
  pack working at full capacity.
  Using option two, the party will likely be very short 
  on ﬁ repower. This means they’ll need to close the range 
  quickly during the Chase scene to follow in order to use 
  their melee weapons or ram the escaping hover car.
  Option three is for the GM to have four robot goons 
  patrolling the area (the warehouse is part of the gang’s 
  network of safe houses). In this instance, the heroes get 
  chance to acquire working pistols from the droids. Char-
  acters who make a successful Stealth roll get the Drop on 
  the ﬁ rst round. If all the spacers succeed, then they also 
  have Surprise. Anyone failing to hide blows the chance 
  of Surprise.
   Robot Goons (1 per hero): See page 18.
  FINDING A VEHICLE
  FINDING A VEHICLE
  First, the heroes must locate a suitable vehicle, one 
  which looks like it has a chance of being airworthy. This 
  requires a Notice roll as a free action. Getting it started 
  requires either a Piloting roll at –2 or a Repair roll. Each 
  attempt to ﬁ x the vehicle takes an entire round. With suc-
  cess, the heroes are airborne and can give chase.
  Before dealing action cards, the GM should draw one 
  card from the action deck and check the suit against the 
  table below. During the Chase, a character can attempt to 
  lessen the impact of the existing damage by making a Re-
  pair roll at –2 as an action. Success removes one wound, 
  and a raise removes two wounds. Only one roll may be 
  attempted, but the Cooperative rules may be used.
  Suit 
  Vehicle Condition
  Club 
  The vehicle is a wreck. It has two 
  wounds. One is a dent, but the other has 
  affected the aerodynamics. The vehicle’s 
  Handling is +0.
  Diamond 
  The vehicle has two wounds, but none 
  have caused any damage to the major 
  components.
  Heart 
  The vehicle has one wound, but it hasn’t 
  affected any major systems.
  Spade 
  The vehicle is undamaged.
  Joker 
  The vehicle looks like a heap of junk, but 
  it has actually been heavily modiﬁ ed. All 
  Piloting rolls are made at an additional 
  +1. Better still, a quick search discovers 
  100 credits behind the seats and enough 
  blaster pistols for every hero.
  CATCHING JOE
  CATCHING JOE
  Run this scene as a Chase using the special Obstacle 
  rules. Each Range Increment equates to 10”. If the heroes 
  can ﬁ nd a hover car and get it started in one round, they 
  begin just three Range Increments behind the villains 
  (Joe hasn’t been driving fast). Each additional round 
  increases Joe’s lead by one Range Increment.
  Disabling Joe or his hover car through violence isn’t 
  the only option. The heroes know his boss is actually 
  a biological entity who plans to blame the droids for 
  bombing the starport. If they can convince the burly 
  robot of this, they can get the same information and pos-
  sibly recruit an ally.
  This requires a Persuasion roll as an action opposed 
  by Joe’s Spirit. An attempt can only be made if the char-
  acters are within one Range Increment of Joe—they can’t 
  be heard at greater distances. A success earns the party 
  a token, while a raise garners two. When they have four 
  tokens Joe orders his driver to stop the hover car—he’s 
  
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  14
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  willing to listen to the adventurers, even if he isn’t yet 
  sure he totally believes their story.
  If the heroes end up within one Range Increment of 
  Joe’s vehicle, the pilot tries to draw Parallel. This allows 
  Joe to use his mighty ﬁ sts to pound the adventurer’s 
  hover car.
  Whatever happens, Joe should not escape. If his hover 
  car is disabled, it crashes into a building and comes to a 
  halt on a small landing platform. All the goons are auto-
  matically killed (thrown over the edge) and Joe is left on 
  the verge of destruction. Proceed to the next section.
  OBSTACLES
  OBSTACLES
  Deuce (–4) Dangerous Overtaking: A hover truck 
  pulls out to avoid a parked car right into the path of the 
  oncoming vehicle! Failure leads to a head-on collision. 
  The truck is moving 10” per round.
  Three (–2) Reﬂ ection: A sheet of ultra-polished 
  glass acts like a mirror, confusing the driver. A failed roll 
  means he takes the wrong path. The lead vehicle swerves 
  to avoid what it thinks is a collision with another vehicle, 
  while tailing vehicles are convinced their quarry has 
  veered off. The vehicle loses one Range Increment due 
  to the confusion.
  Four (–2) Slow Trafﬁ c: Slow-moving trafﬁ c forces 
  the car to dodge and weave to make any progress. On 
  a failure, the vehicle is blocked in and drops back one 
  Range Increment.
  Five (–2) Narrow Gap: The hover vehicle plows 
  through a very narrow gap. A failure results in a collision 
  with a soft obstacle. This represents the hover vehicle 
  scraping along a wall, rather than a head-on smash.
  Six (–2) No Brake Lights: The vehicle in front sud-
  denly comes to a complete stop, forcing the car to swerve 
  to avoid a collision. A failure leads to a collision with a 
  stationary hard obstacle.
  Seven (–2) Clogged Engine: A large ﬂ ock of ﬂ ying 
  creatures crosses the vehicle’s path. On a failure, one 
  is sucked into the engine, clogging it with feathers and 
  mangled ﬂ esh. An action must be spent (by any charac-
  ter) to clear the mess. Until this is done, the driver suffers 
  a –1 penalty to all Piloting rolls.
  Eight (0/–2) Holo Advertising: A holographic bill-
  board shimmers into life before the vehicle. The driver 
  may either drive straight through it or ﬂ y around. The 
  robots always try to go around this obstacle.
  Flying straight through requires a straight Piloting 
  roll. A failure means the vehicle’s controls are ionized. 
  The next Piloting roll suffers a –2 penalty (in addition to 
  any others modiﬁ ers). Whether the roll succeeds or fails, 
  any robots in the vehicle must make a Spirit roll or be 
  Shaken from a non-damaging source.
  Going around imparts a –2 penalty but there is no 
  special penalty for failure—the detour simply costs the 
  vehicle valuable time and distance.
  Nine (0/–2) Falling Down: A citizen has fallen from a 
  high platform and is plummeting toward the ground far 
  below. The driver has the options of ignoring the man 
  (the robots always take this option) or detouring to per-
  form a daring rescue.
  Ignoring the man in no way impedes progress, how-
  ever, allowing someone to die who could have been 
  saved isn’t very heroic. All the heroes lose a benny!
  Heroes who opt to save a life make their Piloting roll 
  at –2. A failure on this roll still means the falling victim 
  is saved, but the vehicle drops back one Range Incre-
  ment due to having to ﬁ nd a convenient place to drop 
  him off after the rescue. Whether they succeed or fail, 
  all characters who elected to save the victim gain one 
  benny.
  Ten (–1) Trafﬁ c Jam: Heavy trafﬁ c forces the vehicle 
  to take a detour. Failure has no additional effect beyond 
  the vehicle making no progress.
  Jack (–1) Turbulent Air: A massive hover truck thun-
  ders past, causing the vehicle to slip and slide. A failed 
  roll has no speciﬁ c effect—the vehicle doesn’t gain any 
  distance because of the pilot having to wrestle with the 
  controls.
  Queen (0/–2) Red Light: The trafﬁ c signal turns red. 
  Characters have the choice of stopping or running the 
  light. The villains always try to run the light.
  Stopping causes the vehicle to drop back two Range 
  Increments due to the delay. Running the light requires 
  a Driving roll at –2. Failure leads to a collision with an-
  other vehicle. Since this is a “T-bone” collision, only the 
  speed of the vehicle involved in the Chase counts.
  King (0/–2) Piece of Junk: The vehicle isn’t exactly 
  brand new, and the engine is overheating. Fixing it re-
  quires only slowing to a crawl for a few moments. The 
  robots keep driving ﬂ at out if the heroes are within two 
  Range Increments.
  Continuing at full speed gives no penalty to the Pilot-
  ing roll, but the vehicle takes an automatic wound if the 
  roll fails. Slowing down incurs a –2 penalty, but failure 
  has no speciﬁ c effect beyond not moving as far.
  Ace (0) Dead End: A wrong turn leads to a dead-end, 
  not a short cut. A failed roll means the driver failed to re-
  alize it in time. His vehicle drops back a Range Increment 
  as he turns and drives back onto the right route.
   Strong-Arm Joe: See page 18. If Joe was Inca-
  pacitated in the previous scene, he is now back to three 
  wounds after hasty repairs. Don’t spend any of Joe’s 
  bennies!
   Joe’s Chauffeur: Treat as a Robot Goon (see page 
  18) except he has Piloting d8. He isn’t a Wild Card, but 
  he has a Wild Die for Piloting rolls.
   Robot Goons (1 per hero): See page 18.
  HOVER CAR
  HOVER CAR
  Hover cars come in a variety of shapes, sizes, and 
  colors. These particular models are open-topped, highly 
  maneuverable, and fast. What they lack is the option for 
  high altitude ﬂ ight.
  Acc/Top Speed: 30/90; Toughness: 12 (2); Handling: 
  +1; Crew: 1+4
  Notes: Max height 50”
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  14
  14
  willing to listen to the adventurers, even if he isn’t yet 
  sure he totally believes their story.
  If the heroes end up within one Range Increment of 
  Joe’s vehicle, the pilot tries to draw Parallel. This allows 
  Joe to use his mighty ﬁ sts to pound the adventurer’s 
  hover car.
  Whatever happens, Joe should not escape. If his hover 
  car is disabled, it crashes into a building and comes to a 
  halt on a small landing platform. All the goons are auto-
  matically killed (thrown over the edge) and Joe is left on 
  the verge of destruction. Proceed to the next section.
  OBSTACLES
  OBSTACLES
  Deuce (–4) Dangerous Overtaking: A hover truck 
  pulls out to avoid a parked car right into the path of the 
  oncoming vehicle! Failure leads to a head-on collision. 
  The truck is moving 10” per round.
  Three (–2) Reﬂ ection: A sheet of ultra-polished 
  glass acts like a mirror, confusing the driver. A failed roll 
  means he takes the wrong path. The lead vehicle swerves 
  to avoid what it thinks is a collision with another vehicle, 
  while tailing vehicles are convinced their quarry has 
  veered off. The vehicle loses one Range Increment due 
  to the confusion.
  Four (–2) Slow Trafﬁ c: Slow-moving trafﬁ c forces 
  the car to dodge and weave to make any progress. On 
  a failure, the vehicle is blocked in and drops back one 
  Range Increment.
  Five (–2) Narrow Gap: The hover vehicle plows 
  through a very narrow gap. A failure results in a collision 
  with a soft obstacle. This represents the hover vehicle 
  scraping along a wall, rather than a head-on smash.
  Six (–2) No Brake Lights: The vehicle in front sud-
  denly comes to a complete stop, forcing the car to swerve 
  to avoid a collision. A failure leads to a collision with a 
  stationary hard obstacle.
  Seven (–2) Clogged Engine: A large ﬂ ock of ﬂ ying 
  creatures crosses the vehicle’s path. On a failure, one 
  is sucked into the engine, clogging it with feathers and 
  mangled ﬂ esh. An action must be spent (by any charac-
  ter) to clear the mess. Until this is done, the driver suffers 
  a –1 penalty to all Piloting rolls.
  Eight (0/–2) Holo Advertising: A holographic bill-
  board shimmers into life before the vehicle. The driver 
  may either drive straight through it or ﬂ y around. The 
  robots always try to go around this obstacle.
  Flying straight through requires a straight Piloting 
  roll. A failure means the vehicle’s controls are ionized. 
  The next Piloting roll suffers a –2 penalty (in addition to 
  any others modiﬁ ers). Whether the roll succeeds or fails, 
  any robots in the vehicle must make a Spirit roll or be 
  Shaken from a non-damaging source.
  Going around imparts a –2 penalty but there is no 
  special penalty for failure—the detour simply costs the 
  vehicle valuable time and distance.
  Nine (0/–2) Falling Down: A citizen has fallen from a 
  high platform and is plummeting toward the ground far 
  below. The driver has the options of ignoring the man 
  (the robots always take this option) or detouring to per-
  form a daring rescue.
  Ignoring the man in no way impedes progress, how-
  ever, allowing someone to die who could have been 
  saved isn’t very heroic. All the heroes lose a benny!
  Heroes who opt to save a life make their Piloting roll 
  at –2. A failure on this roll still means the falling victim 
  is saved, but the vehicle drops back one Range Incre-
  ment due to having to ﬁ nd a convenient place to drop 
  him off after the rescue. Whether they succeed or fail, 
  all characters who elected to save the victim gain one 
  benny.
  Ten (–1) Trafﬁ c Jam: Heavy trafﬁ c forces the vehicle 
  to take a detour. Failure has no additional effect beyond 
  the vehicle making no progress.
  Jack (–1) Turbulent Air: A massive hover truck thun-
  ders past, causing the vehicle to slip and slide. A failed 
  roll has no speciﬁ c effect—the vehicle doesn’t gain any 
  distance because of the pilot having to wrestle with the 
  controls.
  Queen (0/–2) Red Light: The trafﬁ c signal turns red. 
  Characters have the choice of stopping or running the 
  light. The villains always try to run the light.
  Stopping causes the vehicle to drop back two Range 
  Increments due to the delay. Running the light requires 
  a Driving roll at –2. Failure leads to a collision with an-
  other vehicle. Since this is a “T-bone” collision, only the 
  speed of the vehicle involved in the Chase counts.
  King (0/–2) Piece of Junk: The vehicle isn’t exactly 
  brand new, and the engine is overheating. Fixing it re-
  quires only slowing to a crawl for a few moments. The 
  robots keep driving ﬂ at out if the heroes are within two 
  Range Increments.
  Continuing at full speed gives no penalty to the Pilot-
  ing roll, but the vehicle takes an automatic wound if the 
  roll fails. Slowing down incurs a –2 penalty, but failure 
  has no speciﬁ c effect beyond not moving as far.
  Ace (0) Dead End: A wrong turn leads to a dead-end, 
  not a short cut. A failed roll means the driver failed to re-
  alize it in time. His vehicle drops back a Range Increment 
  as he turns and drives back onto the right route.
   Strong-Arm Joe: See page 18. If Joe was Inca-
  pacitated in the previous scene, he is now back to three 
  wounds after hasty repairs. Don’t spend any of Joe’s 
  bennies!
   Joe’s Chauffeur: Treat as a Robot Goon (see page 
  18) except he has Piloting d8. He isn’t a Wild Card, but 
  he has a Wild Die for Piloting rolls.
   Robot Goons (1 per hero): See page 18.
  HOVER CAR
  HOVER CAR
  Hover cars come in a variety of shapes, sizes, and 
  colors. These particular models are open-topped, highly 
  maneuverable, and fast. What they lack is the option for 
  high altitude ﬂ ight.
  Acc/Top Speed: 30/90; Toughness: 12 (2); Handling: 
  +1; Crew: 1+4
  Notes: Max height 50”
  
  ROBOT RUMBLE
  ROBOT RUMBLE
  15
  15
  JOE SQUEALS
  JOE SQUEALS
  If Joe has been convinced his boss is a living, breath-
  ing villain with no love for robots, the party has a chance 
  to recruit the construction droid to their cause. This 
  requires a Persuasion roll for one character. The Coop-
  erative roll rules may be used. With a success, Joe wants 
  to be part of the action—he’ll accompany the heroes 
  to the ﬁ nal scene. A raise means he brings along robot 
  goons totaling one per player character. With a failure, 
  he reveals where his boss is planning to use the black 
  box, but refuses to provide any further assistance—he’s 
  planning on skipping town as quick as he can.
  If the ﬁ ght ended badly for Joe, the droid is left with 
  mangled limbs and a faulty reactor. With him unable 
  to do much more than listen, the party gets a chance 
  to explain the ﬁ endish plot. A Persuasion roll could be 
  called for, but good roleplaying should earn the heroes 
  the information they need to know—where the bomb is 
  going to be detonated.
  Whatever the outcome for Joe, he has one last speech 
  to make.
  “He said we were going to use the money we stole 
  to rebuild Robot Heights as a paradise, to give 
  droids a second chance. We only ever robbed non-
  droids, you know? If he was here right now I’d 
  rip his head off! I think I know where the bomb 
  is. I saw a holo map on his desk once. I guess it 
  wasn’t meant for my eyes, because it was quickly 
  deactivated.
  “When I asked the boss about it, he said it was part 
  of a robbery plan he was formulating. He said the 
  target was a customs warehouse in the starport. 
  A bomb would be set beneath an underpass. That 
  way the emergency services would be distracted 
  while we scooped up the loot and made good our 
  escape. I guess there really is a bomb, but no rob-
  bery, huh?”
  SCENE 3: COUNTDOWN TO DE-
  SCENE 3: COUNTDOWN TO DE-
  STRUCTION
  STRUCTION
  The bomb is exactly where Strong-Arm said it 
  would be—beneath the underpass. There’s no sign 
  of Angwat, but a number of his goons are present. 
  They’re standing around a large, metallic device 
  covered in ﬂ ashing lights. There’s a countdown 
  timer as well and it reads…less than a minute!
  Angwat isn’t present. Having no wish to be vaporized 
  if anything goes wrong, he has remotely activated the 
  device. He has left behind a number of fanatically loyal 
  goons to guard the bomb. Thanks to an internal gizmo 
  which overrides their self-preservation programs, they 
  cannot be convinced they are about to be destroyed.
  The underpass is 10” wide and 24” long. The bomb is 
  located at the far end. The robots all begin within 6” of 
  the device. Rarely used by trafﬁ c thanks to an alternate 
  route being constructed some years ago, the underpass 
  is full of junk. Old crates and barrels, burnt out cars, and 
  such can all be used as Cover. For ease, they all provide 
  +2 Armor. GMs should scatter the obstacles not only to 
  provide cover, but to break up the battleﬁ eld.
  Allies: If Joe is present as an ally, he counts as a hero 
  for the purposes of calculating the number of robot 
  goons arrayed against the party. The goons listed below 
  are just those on Angwat’s side. Any helpers Joe recruited 
  are controlled by the players as normal, as is Strong-Arm 
  Joe. Ideally, the player whose character is the weakest 
  in combat should run Joe. If you’re using the pre-gens, 
  that’s Fal Takaki.
  Tick, Tick: Angwat has already remotely activated 
  the atomic bomb he has been building. Fortunately, the 
  villain hasn’t bothered to seal the bomb in any sort of 
  protective casing. Disabling it requires a Repair roll. A 
  success earns the hero one token and a raise two tokens. 
  Once the character has ﬁ ve tokens, the bomb is disarmed. 
  Angwat focuses his attentions on anyone trying to foil his 
  plan.
  If the sixth round ends without the characters hav-
  ing disabled the device, the GM has two options. First, 
  he can have it detonate. Naturally, this kills everyone 
  within a square mile. However, this option should only 
  be used if the GM is particularly cruel or if the heroes are 
  counting on the GM saving them—that is, they made no 
  attempt to defuse the bomb. 
  Second, the bomb is a dud—the Daring Tales equiva-
  lent on the internet is not the best place to learn how to 
  manufacture a nuclear weapon. In this instance, Angwat, 
  if alive, goes Berserk (as per the Edge).
  At the time the bomb was meant to explode, the goons 
  begin transmitting holographic messages from their eye 
  sockets. Should they all have been trashed, one is intact 
  enough to broadcast the image.
  A crystal clear image of Angwat’s droid guise 
  ﬂ ickers into life. “You have no doubt witnessed 
  the destruction of a large portion of the starport,” 
  he says. “This act has been committed by droids. 
  Oppressed for too long and treated as second-class 
  citizens, we rebel against the tyrannical authority 
  of the biological life forms on this world. Give us 
  total freedom or be prepared to suffer more ca-
  sualties!”
  Angwat is too far away to feel the explosion, and in 
  his arrogance has jumped the gun somewhat with his 
  declaration. If Joe is still operational, he recognizes part 
  of the background scenery behind Angwat. He informs 
  the party Angwat is hiding out in an abandoned frid-
  gonium gas facility. Every hero knows fridgonium is a 
  coolant used aboard starships to keep the reactors from 
  overheating.
  Otherwise, have the party make a Common Knowl-
  ROBOT RUMBLE
  ROBOT RUMBLE
  15
  15
  JOE SQUEALS
  JOE SQUEALS
  If Joe has been convinced his boss is a living, breath-
  ing villain with no love for robots, the party has a chance 
  to recruit the construction droid to their cause. This 
  requires a Persuasion roll for one character. The Coop-
  erative roll rules may be used. With a success, Joe wants 
  to be part of the action—he’ll accompany the heroes 
  to the ﬁ nal scene. A raise means he brings along robot 
  goons totaling one per player character. With a failure, 
  he reveals where his boss is planning to use the black 
  box, but refuses to provide any further assistance—he’s 
  planning on skipping town as quick as he can.
  If the ﬁ ght ended badly for Joe, the droid is left with 
  mangled limbs and a faulty reactor. With him unable 
  to do much more than listen, the party gets a chance 
  to explain the ﬁ endish plot. A Persuasion roll could be 
  called for, but good roleplaying should earn the heroes 
  the information they need to know—where the bomb is 
  going to be detonated.
  Whatever the outcome for Joe, he has one last speech 
  to make.
  “He said we were going to use the money we stole 
  to rebuild Robot Heights as a paradise, to give 
  droids a second chance. We only ever robbed non-
  droids, you know? If he was here right now I’d 
  rip his head off! I think I know where the bomb 
  is. I saw a holo map on his desk once. I guess it 
  wasn’t meant for my eyes, because it was quickly 
  deactivated.
  “When I asked the boss about it, he said it was part 
  of a robbery plan he was formulating. He said the 
  target was a customs warehouse in the starport. 
  A bomb would be set beneath an underpass. That 
  way the emergency services would be distracted 
  while we scooped up the loot and made good our 
  escape. I guess there really is a bomb, but no rob-
  bery, huh?”
  SCENE 3: COUNTDOWN TO DE-
  SCENE 3: COUNTDOWN TO DE-
  STRUCTION
  STRUCTION
  The bomb is exactly where Strong-Arm said it 
  would be—beneath the underpass. There’s no sign 
  of Angwat, but a number of his goons are present. 
  They’re standing around a large, metallic device 
  covered in ﬂ ashing lights. There’s a countdown 
  timer as well and it reads…less than a minute!
  Angwat isn’t present. Having no wish to be vaporized 
  if anything goes wrong, he has remotely activated the 
  device. He has left behind a number of fanatically loyal 
  goons to guard the bomb. Thanks to an internal gizmo 
  which overrides their self-preservation programs, they 
  cannot be convinced they are about to be destroyed.
  The underpass is 10” wide and 24” long. The bomb is 
  located at the far end. The robots all begin within 6” of 
  the device. Rarely used by trafﬁ c thanks to an alternate 
  route being constructed some years ago, the underpass 
  is full of junk. Old crates and barrels, burnt out cars, and 
  such can all be used as Cover. For ease, they all provide 
  +2 Armor. GMs should scatter the obstacles not only to 
  provide cover, but to break up the battleﬁ eld.
  Allies: If Joe is present as an ally, he counts as a hero 
  for the purposes of calculating the number of robot 
  goons arrayed against the party. The goons listed below 
  are just those on Angwat’s side. Any helpers Joe recruited 
  are controlled by the players as normal, as is Strong-Arm 
  Joe. Ideally, the player whose character is the weakest 
  in combat should run Joe. If you’re using the pre-gens, 
  that’s Fal Takaki.
  Tick, Tick: Angwat has already remotely activated 
  the atomic bomb he has been building. Fortunately, the 
  villain hasn’t bothered to seal the bomb in any sort of 
  protective casing. Disabling it requires a Repair roll. A 
  success earns the hero one token and a raise two tokens. 
  Once the character has ﬁ ve tokens, the bomb is disarmed. 
  Angwat focuses his attentions on anyone trying to foil his 
  plan.
  If the sixth round ends without the characters hav-
  ing disabled the device, the GM has two options. First, 
  he can have it detonate. Naturally, this kills everyone 
  within a square mile. However, this option should only 
  be used if the GM is particularly cruel or if the heroes are 
  counting on the GM saving them—that is, they made no 
  attempt to defuse the bomb. 
  Second, the bomb is a dud—the Daring Tales equiva-
  lent on the internet is not the best place to learn how to 
  manufacture a nuclear weapon. In this instance, Angwat, 
  if alive, goes Berserk (as per the Edge).
  At the time the bomb was meant to explode, the goons 
  begin transmitting holographic messages from their eye 
  sockets. Should they all have been trashed, one is intact 
  enough to broadcast the image.
  A crystal clear image of Angwat’s droid guise 
  ﬂ ickers into life. “You have no doubt witnessed 
  the destruction of a large portion of the starport,” 
  he says. “This act has been committed by droids. 
  Oppressed for too long and treated as second-class 
  citizens, we rebel against the tyrannical authority 
  of the biological life forms on this world. Give us 
  total freedom or be prepared to suffer more ca-
  sualties!”
  Angwat is too far away to feel the explosion, and in 
  his arrogance has jumped the gun somewhat with his 
  declaration. If Joe is still operational, he recognizes part 
  of the background scenery behind Angwat. He informs 
  the party Angwat is hiding out in an abandoned frid-
  gonium gas facility. Every hero knows fridgonium is a 
  coolant used aboard starships to keep the reactors from 
  overheating.
  Otherwise, have the party make a Common Knowl-
  
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  16
  16
  edge roll to deduce the general location. On a failure 
  they’ll have to hit the streets and make Streetwise rolls to 
  learn of the location based on a verbal description.
   Strong-Arm Joe: See page 18. Joe has two ben-
  nies.
   Robot Henchmen (1): Treat as regular robot 
  goons (see page 18), except they are Henchmen and 
  have the Command Edge.
   Robot Goons (2 per hero): See page 18.
  SCENE 4: CHILLY FOR THE TIME 
  SCENE 4: CHILLY FOR THE TIME 
  OF YEAR
  OF YEAR
  By the time the party arrives, Angwat has realized his 
  plan has failed. He arrogantly remains content that he is 
  safe in his hideout, and thus has only a handful of guards 
  with him. There is only one route into his headquarters, 
  which is located on a heavily armored sub-level (to 
  prevent a fridgonium explosion affecting the rest of the 
  structure). Hidden cameras and sensors alert the villain 
  to the party’s presence long before they enter his lair.
  “So, the biological life forms have discovered my 
  lair,” Angwat sneers from behind his robot mask. 
  “No matter! Soon you will be dead and I will be 
  on my way to achieving my goal. One setup can-
  not thwart me. Already you have walked straight 
  into my trap!”
  With that he whips up his right arm, which holds 
  a small diamond-tipped chainsaw! He swings it 
  down, cutting through a small control panel with 
  a shower of sparks and the scream of torn metal. 
  “Kill them!” he roars. “Kill those who would keep 
  robots as slaves!”
  The factory ﬂ oor measures 14” wide and 24” long. 
  The GM should mark at least 30 squares as containing 
  machinery or discarded equipment. Such items can be 
  used as Cover (+5 Armor).
  Angwat and his droid servitors begin within 6” of the 
  far end of the room. The characters start at the opposite 
  end.
  Angwat’s chainsaw has destroyed an important con-
  trol panel. Fridgonium gas begins venting from the ﬂ oor 
  at random intervals and in random locations. Such events 
  occur whenever a Club suit is used for initiative, so they 
  are frequent. See below for details. For the enemy Extras, 
  pick one Extra whenever a Club is drawn to suffer the 
  effects, not all of them! These events occur at the start of 
  the round, before any actions are taken.
  In all instances, everyone in the template must make 
  an Agility roll at –2 as a free action opposed by the vent’s 
  d8 Agility. Those who fail suffer the listed effect. Those 
  who succeed in their roll should be moved just outside 
  the affected area in a square of the character’s choosing. 
  This is free movement and does not provoke attacks due 
  to Withdrawing from Combat.
  Deuce (Powerful Jet): The powerful jet expands 
  quickly to ﬁ ll a Large Burst Template centered on the 
  victim. The gas then solidiﬁ es, encasing any victims in 
  ice. The gas works exactly like the entangle power.
  3: As Deuce, except the area affected is a Medium 
  Burst Template.
  4–5: As Deuce, except the area affected is a Small 
  Burst Template.
  6–7: As Deuce, except only a single 1” square is af-
  fected.
  8: The jet ﬁ lls a Large Burst Template, centered on 
  the victim. Unlike the entries above, the venting is weak. 
  A hero who fails the roll suffers a –1 penalty to all Trait 
  rolls and Pace until the end of the round.
  9: As Eight, except the area affected is a Medium Burst 
  Template.
  10: As Eight, except the area affected is a Small Burst 
  Template.
  Jack: As Eight, except only a single 1” square is af-
  fected.
  Queen: The gas solidiﬁ es quickly and produces a 
  shower of icy shards as it erupts from the vent. These ﬁ ll 
  a Large Burst Template. If the vent wins the opposed roll, 
  victims suffer 2d6 damage from an Extra.
  King: As Queen, except the shards ﬁ lls a Medium 
  Burst Template.
  Ace: As Queen, except the shards ﬁ lls a Small Burst 
  Template.
  Joe’s Back!: If Joe was smashed up in the Chase 
  in Scene 2 he’s repaired enough of his vital systems to 
  come to the heroes’ assistance. He saw the hologram 
  broadcast and worked out the location. The hefty droid 
  has two wounds. As in the previous scene, let the player 
  with the weakest combat character run Strong-Arm. He 
  enters play at the start of the second round.
  Turning the Tables: Even if Strong-Arm Joe has 
  switched sides, Angwat’s goons aren’t easily convinced 
  their boss is out to harm robots—his speech was viewed 
  as a move toward true liberation, something droids have 
  demanded for centuries. As an action, a hero may make a 
  Persuasion roll at –4. A +4 bonus applies if Angwat’s face 
  mask has been removed. Success convinces the goon 
  nearest the adventurer to swap sides. On a raise, the two 
  nearest goons become allies.
   Nor Angwat: See page 17.
   Strong-Arm Joe: See page 18. If he didn’t take 
  part in the previous Scene, Joe has two bennies.
   Robot Henchmen (1 per 2 PCs): Treat as regular 
  robot goons (see page 18), except they are Henchmen 
  and have the Command Edge.
   Robot Goons (2 per hero): See page 18.
  AFTERMATH
  AFTERMATH
  With the threat ended, the mission is over. Angwat, if 
  alive, can be turned over to the authorities. The charac-
  ters’ patron is good to his word—he takes all the glory 
  for ending the robot crime spree, humbly accepts a huge 
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  16
  16
  edge roll to deduce the general location. On a failure 
  they’ll have to hit the streets and make Streetwise rolls to 
  learn of the location based on a verbal description.
   Strong-Arm Joe: See page 18. Joe has two ben-
  nies.
   Robot Henchmen (1): Treat as regular robot 
  goons (see page 18), except they are Henchmen and 
  have the Command Edge.
   Robot Goons (2 per hero): See page 18.
  SCENE 4: CHILLY FOR THE TIME 
  SCENE 4: CHILLY FOR THE TIME 
  OF YEAR
  OF YEAR
  By the time the party arrives, Angwat has realized his 
  plan has failed. He arrogantly remains content that he is 
  safe in his hideout, and thus has only a handful of guards 
  with him. There is only one route into his headquarters, 
  which is located on a heavily armored sub-level (to 
  prevent a fridgonium explosion affecting the rest of the 
  structure). Hidden cameras and sensors alert the villain 
  to the party’s presence long before they enter his lair.
  “So, the biological life forms have discovered my 
  lair,” Angwat sneers from behind his robot mask. 
  “No matter! Soon you will be dead and I will be 
  on my way to achieving my goal. One setup can-
  not thwart me. Already you have walked straight 
  into my trap!”
  With that he whips up his right arm, which holds 
  a small diamond-tipped chainsaw! He swings it 
  down, cutting through a small control panel with 
  a shower of sparks and the scream of torn metal. 
  “Kill them!” he roars. “Kill those who would keep 
  robots as slaves!”
  The factory ﬂ oor measures 14” wide and 24” long. 
  The GM should mark at least 30 squares as containing 
  machinery or discarded equipment. Such items can be 
  used as Cover (+5 Armor).
  Angwat and his droid servitors begin within 6” of the 
  far end of the room. The characters start at the opposite 
  end.
  Angwat’s chainsaw has destroyed an important con-
  trol panel. Fridgonium gas begins venting from the ﬂ oor 
  at random intervals and in random locations. Such events 
  occur whenever a Club suit is used for initiative, so they 
  are frequent. See below for details. For the enemy Extras, 
  pick one Extra whenever a Club is drawn to suffer the 
  effects, not all of them! These events occur at the start of 
  the round, before any actions are taken.
  In all instances, everyone in the template must make 
  an Agility roll at –2 as a free action opposed by the vent’s 
  d8 Agility. Those who fail suffer the listed effect. Those 
  who succeed in their roll should be moved just outside 
  the affected area in a square of the character’s choosing. 
  This is free movement and does not provoke attacks due 
  to Withdrawing from Combat.
  Deuce (Powerful Jet): The powerful jet expands 
  quickly to ﬁ ll a Large Burst Template centered on the 
  victim. The gas then solidiﬁ es, encasing any victims in 
  ice. The gas works exactly like the entangle power.
  3: As Deuce, except the area affected is a Medium 
  Burst Template.
  4–5: As Deuce, except the area affected is a Small 
  Burst Template.
  6–7: As Deuce, except only a single 1” square is af-
  fected.
  8: The jet ﬁ lls a Large Burst Template, centered on 
  the victim. Unlike the entries above, the venting is weak. 
  A hero who fails the roll suffers a –1 penalty to all Trait 
  rolls and Pace until the end of the round.
  9: As Eight, except the area affected is a Medium Burst 
  Template.
  10: As Eight, except the area affected is a Small Burst 
  Template.
  Jack: As Eight, except only a single 1” square is af-
  fected.
  Queen: The gas solidiﬁ es quickly and produces a 
  shower of icy shards as it erupts from the vent. These ﬁ ll 
  a Large Burst Template. If the vent wins the opposed roll, 
  victims suffer 2d6 damage from an Extra.
  King: As Queen, except the shards ﬁ lls a Medium 
  Burst Template.
  Ace: As Queen, except the shards ﬁ lls a Small Burst 
  Template.
  Joe’s Back!: If Joe was smashed up in the Chase 
  in Scene 2 he’s repaired enough of his vital systems to 
  come to the heroes’ assistance. He saw the hologram 
  broadcast and worked out the location. The hefty droid 
  has two wounds. As in the previous scene, let the player 
  with the weakest combat character run Strong-Arm. He 
  enters play at the start of the second round.
  Turning the Tables: Even if Strong-Arm Joe has 
  switched sides, Angwat’s goons aren’t easily convinced 
  their boss is out to harm robots—his speech was viewed 
  as a move toward true liberation, something droids have 
  demanded for centuries. As an action, a hero may make a 
  Persuasion roll at –4. A +4 bonus applies if Angwat’s face 
  mask has been removed. Success convinces the goon 
  nearest the adventurer to swap sides. On a raise, the two 
  nearest goons become allies.
   Nor Angwat: See page 17.
   Strong-Arm Joe: See page 18. If he didn’t take 
  part in the previous Scene, Joe has two bennies.
   Robot Henchmen (1 per 2 PCs): Treat as regular 
  robot goons (see page 18), except they are Henchmen 
  and have the Command Edge.
   Robot Goons (2 per hero): See page 18.
  AFTERMATH
  AFTERMATH
  With the threat ended, the mission is over. Angwat, if 
  alive, can be turned over to the authorities. The charac-
  ters’ patron is good to his word—he takes all the glory 
  for ending the robot crime spree, humbly accepts a huge 
  
  ROBOT RUMBLE
  ROBOT RUMBLE
  17
  17
  reward, and ensures the Blazing Star is fully repaired. 
  He then arranges for the characters to be ordered off 
  world, never to return!
  If Strong-Arm Joe survived, he gives up his life of 
  crime. He sets up a construction company using Angwat’s 
  hidden stash of stolen money and begins rebuilding Tin 
  Town.
  THE CAST
  THE CAST
  NOR ANGWAT
  NOR ANGWAT
  The loss of his very proﬁ table business, which in turn 
  cost him his penthouse and wife, sent Angwat over the 
  edge. During a year spent as a lowly laborer to make ends 
  meet (where he learned to wield a chainsaw to great ef-
  fect), Angwat hatched his vengeful plan. After building a 
  suitable disguise, he inﬁ ltrated Tin Town. A few decapita-
  tions later, Angwat was head of a criminal gang.
  Using his knowledge of the greater city he sent his 
  minions out on a crime spree. The cash was used mainly 
  to buy the materials needed to construct his atomic 
  bomb. All he lacked was a suitable high-yield trigger—the 
  small black box.
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d8, Persua-
  sion d10, Repair d8, Shooting d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 9 (3)
  Hindrances: Vengeful (Major)
  Edges: Command, Dodge, Improved Sweep, Level 
  Headed
  Gear: Chainsaw (2d6+4, a natural 1 on a Fighting roll 
  means the saw hits the user)
  Special Abilities:
  * Ablative Armor +3: Angwat’s armor is tough, but ab-
  lative. Each wound he takes reduces his Armor rating 
  by one point.
  * Cryogenic Coating: Angwat’s armor is specially coat-
  ed to resist the effects of fridgonium. He gains +2 to 
  escape the effects of being encased (deuce through 
  seven).
  * Face Mask: Angwat’s mask can be removed with a 
  successful Called Shot to the Head (–4). This causes 
  no damage. Instead, Angwat is revealed to be an alien 
  in disguise.
  ROBOT SHERIFF BART
  ROBOT SHERIFF BART
  A former law enforcement droid, the sheriff was laid 
  off during cut backs. At ﬁ rst it ﬁ gured Robot Heights 
  wouldn’t need a lawman, what with it being a paradise 
  and all, but on entering the slum the sheriff quickly 
  changed its mind. Acting unofﬁ cially, and largely ignored 
  by the population until the deputy signed on as his part-
  ner, the sheriff has vowed to clean up the streets. The 
  sheriff is bipedal and lightly armored.
  For reasons unknown, the sheriff calls itself Sheriff 
  Bart.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Driving d6, Fighting d8, Guts d8, Intimidation 
  d8, Notice d6, Persuasion d8, Repair d4, Shooting d6, 
  Streetwise d8
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 7 (1)
  Hindrances: Overconﬁ dent, Stubborn, Vow (Major: 
  clean up the streets)
  Edges: Level Headed, Marksman, Quick
  Gear: Blaster pistol (Range: 12/24/48, Damage: 2d6), 
  stun stick (Str+d6 nonlethal)
  Special Abilities:
  * Armor +1: Toughened shell.
  * Construct: +2 to recover from being Shaken; no ad-
  ditional damage from Called Shots; immune to poi-
  son and disease; Wild Cards suffer no wound penal-
  ties.
  ROBOT DEPUTY WD
  ROBOT DEPUTY WD
  The deputy was once a war droid designated WD-
  40B. This particular model fell out of favor many years 
  ago and WD, as it liked to be called, migrated to Tin 
  Town. There it fell in with the sheriff and discovered a 
  new reason to exist. Now calling itself Deputy WD, the 
  robot uses its chain gun and two blaster pistols to back 
  up the sheriff.
  WD is barrel-shaped and has tracks for locomotion. 
  Two spindly arms mount blaster pistols, while a heavy 
  blaster chain gun is attached to the top of its body. Its 
  sensors and voice unit are part of the chain gun mount, 
  while its small brain is protected inside its armored 
  shell.
  Deputy WD is a Henchman.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Fighting d6, Intimidation d8, Notice d8, Shoot-
  ing d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 8 (2)
  Hindrances: Delusion (Major: thinks it is a lawman), 
  Loyal (to the sheriff)
  Edges: Ambidextrous, Rock and Roll, Two-Fisted
  Gear: Two blaster pistols (Range: 12/24/48, Damage: 
  2d6+1); blaster chain gun (Range: 30/60/120; Damage: 
  2d8; see below).
  Special Abilities:
  * Armor +2: Tough shell.
  * Chain Gun: The deputy uses its chain gun only to 
  conduct Suppressive Fire attacks. If it uses this weap-
  on in the same round as its blaster pistols, it suffers a 
  multiple action penalty as normal.
  * Construct: +2 to recover from being Shaken; no ad-
  ditional damage from Called Shots; immune to poi-
  son and disease; Wild Cards suffer no wound penal-
  ROBOT RUMBLE
  ROBOT RUMBLE
  17
  17
  reward, and ensures the Blazing Star is fully repaired. 
  He then arranges for the characters to be ordered off 
  world, never to return!
  If Strong-Arm Joe survived, he gives up his life of 
  crime. He sets up a construction company using Angwat’s 
  hidden stash of stolen money and begins rebuilding Tin 
  Town.
  THE CAST
  THE CAST
  NOR ANGWAT
  NOR ANGWAT
  The loss of his very proﬁ table business, which in turn 
  cost him his penthouse and wife, sent Angwat over the 
  edge. During a year spent as a lowly laborer to make ends 
  meet (where he learned to wield a chainsaw to great ef-
  fect), Angwat hatched his vengeful plan. After building a 
  suitable disguise, he inﬁ ltrated Tin Town. A few decapita-
  tions later, Angwat was head of a criminal gang.
  Using his knowledge of the greater city he sent his 
  minions out on a crime spree. The cash was used mainly 
  to buy the materials needed to construct his atomic 
  bomb. All he lacked was a suitable high-yield trigger—the 
  small black box.
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d8, Persua-
  sion d10, Repair d8, Shooting d6
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 9 (3)
  Hindrances: Vengeful (Major)
  Edges: Command, Dodge, Improved Sweep, Level 
  Headed
  Gear: Chainsaw (2d6+4, a natural 1 on a Fighting roll 
  means the saw hits the user)
  Special Abilities:
  * Ablative Armor +3: Angwat’s armor is tough, but ab-
  lative. Each wound he takes reduces his Armor rating 
  by one point.
  * Cryogenic Coating: Angwat’s armor is specially coat-
  ed to resist the effects of fridgonium. He gains +2 to 
  escape the effects of being encased (deuce through 
  seven).
  * Face Mask: Angwat’s mask can be removed with a 
  successful Called Shot to the Head (–4). This causes 
  no damage. Instead, Angwat is revealed to be an alien 
  in disguise.
  ROBOT SHERIFF BART
  ROBOT SHERIFF BART
  A former law enforcement droid, the sheriff was laid 
  off during cut backs. At ﬁ rst it ﬁ gured Robot Heights 
  wouldn’t need a lawman, what with it being a paradise 
  and all, but on entering the slum the sheriff quickly 
  changed its mind. Acting unofﬁ cially, and largely ignored 
  by the population until the deputy signed on as his part-
  ner, the sheriff has vowed to clean up the streets. The 
  sheriff is bipedal and lightly armored.
  For reasons unknown, the sheriff calls itself Sheriff 
  Bart.
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Driving d6, Fighting d8, Guts d8, Intimidation 
  d8, Notice d6, Persuasion d8, Repair d4, Shooting d6, 
  Streetwise d8
  Charisma: +0; Pace: 6; Parry: 6; Toughness: 7 (1)
  Hindrances: Overconﬁ dent, Stubborn, Vow (Major: 
  clean up the streets)
  Edges: Level Headed, Marksman, Quick
  Gear: Blaster pistol (Range: 12/24/48, Damage: 2d6), 
  stun stick (Str+d6 nonlethal)
  Special Abilities:
  * Armor +1: Toughened shell.
  * Construct: +2 to recover from being Shaken; no ad-
  ditional damage from Called Shots; immune to poi-
  son and disease; Wild Cards suffer no wound penal-
  ties.
  ROBOT DEPUTY WD
  ROBOT DEPUTY WD
  The deputy was once a war droid designated WD-
  40B. This particular model fell out of favor many years 
  ago and WD, as it liked to be called, migrated to Tin 
  Town. There it fell in with the sheriff and discovered a 
  new reason to exist. Now calling itself Deputy WD, the 
  robot uses its chain gun and two blaster pistols to back 
  up the sheriff.
  WD is barrel-shaped and has tracks for locomotion. 
  Two spindly arms mount blaster pistols, while a heavy 
  blaster chain gun is attached to the top of its body. Its 
  sensors and voice unit are part of the chain gun mount, 
  while its small brain is protected inside its armored 
  shell.
  Deputy WD is a Henchman.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Fighting d6, Intimidation d8, Notice d8, Shoot-
  ing d6
  Charisma: +0; Pace: 6; Parry: 5; Toughness: 8 (2)
  Hindrances: Delusion (Major: thinks it is a lawman), 
  Loyal (to the sheriff)
  Edges: Ambidextrous, Rock and Roll, Two-Fisted
  Gear: Two blaster pistols (Range: 12/24/48, Damage: 
  2d6+1); blaster chain gun (Range: 30/60/120; Damage: 
  2d8; see below).
  Special Abilities:
  * Armor +2: Tough shell.
  * Chain Gun: The deputy uses its chain gun only to 
  conduct Suppressive Fire attacks. If it uses this weap-
  on in the same round as its blaster pistols, it suffers a 
  multiple action penalty as normal.
  * Construct: +2 to recover from being Shaken; no ad-
  ditional damage from Called Shots; immune to poi-
  son and disease; Wild Cards suffer no wound penal-
  
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  18
  18
  ties.
  * Tracked: Treats each inch of difﬁ cult ground as 1.5” 
  instead of 2”.
  * Two Fisted: The deputy is equipped with two blaster 
  pistols. It can ﬁ re both guns in a round. If it uses this 
  weapon in the same round as its chain gun, it suffers 
  a multiple action penalty as normal.
  * Wide Spectrum Vision: The deputy has Low Light 
  Vision and Infravision.
  STRONG-ARM JOE
  STRONG-ARM JOE
  Joe quit his job in the construction industry to enjoy 
  the paradise of Robot Heights. When the dream went 
  sour Joe decided to resort to violent robbery to make 
  ends meet. He ran a successful street gang until recruited 
  by Angwat, who made him his lieutenant. Joe likes to hit 
  things hard, and twist them, snap them, and grind them 
  to dust. He’s never used a gun and doesn’t see why he 
  should start now.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12, 
  Vigor d10
  Skills: Driving d8, Fighting d10, Intimidation d10, No-
  tice d8, Piloting d8
  Charisma: –2; Pace: 6; Parry: 8; Toughness: 11 (2)
  Hindrances: Mean (when he wants to be)
  Edges: Ambidextrous, Block, Frenzy, Mighty Blow, 
  Sweep, Two Fisted
  Gear: —
  Special Abilities:
  * Armor +2: Tough shell.
  * Construct: +2 to recover from being Shaken; no ad-
  ditional damage from Called Shots; immune to poi-
  son and disease; Wild Cards suffer no wound penal-
  ties.
  * Fists: Str+d4. Counts as a Heavy Weapon.
  * Size +2: Joe is 8’ tall and weighs a ton (literally).
  ROBOT GOON
  ROBOT GOON
  The robot goons come in a variety of models. For ease 
  of play, all share the same common stat block, however.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Driving d6, Fighting d6, Notice d6, Piloting d6, 
  Shooting d6
  Pace: 6; Parry: 5; Toughness: 6 (1)
  Gear: Blaster pistol (Range: 12/24/48, Damage: 2d6)
  Special Abilities:
  * Armor +1: Metal skin.
  * Construct: +2 to recover from being Shaken; Called 
  Shots do no additional damage; immune to poison 
  and disease.
  SECURITY TROOP
  SECURITY TROOP
  Security troops range from rent-a-cops to hardened 
  mercenaries. These fall somewhere in between. They’re 
  not crack shots, but they are trained to ﬁ re from moving 
  vehicles, and they’re not bad drivers either.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Driving d8, Fighting d6, Knowledge (Shields) d6, 
  Notice d6, Piloting d8, Shooting d6
  Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Loyal
  Edges: Steady Hands
  Gear: Armored vest (+1), blaster pistol (Range: 12/24/48, 
  Damage: 2d6)
  DARING TALES OF THE SPACE LANES #03
  DARING TALES OF THE SPACE LANES #03
  18
  18
  ties.
  * Tracked: Treats each inch of difﬁ cult ground as 1.5” 
  instead of 2”.
  * Two Fisted: The deputy is equipped with two blaster 
  pistols. It can ﬁ re both guns in a round. If it uses this 
  weapon in the same round as its chain gun, it suffers 
  a multiple action penalty as normal.
  * Wide Spectrum Vision: The deputy has Low Light 
  Vision and Infravision.
  STRONG-ARM JOE
  STRONG-ARM JOE
  Joe quit his job in the construction industry to enjoy 
  the paradise of Robot Heights. When the dream went 
  sour Joe decided to resort to violent robbery to make 
  ends meet. He ran a successful street gang until recruited 
  by Angwat, who made him his lieutenant. Joe likes to hit 
  things hard, and twist them, snap them, and grind them 
  to dust. He’s never used a gun and doesn’t see why he 
  should start now.
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d12, 
  Vigor d10
  Skills: Driving d8, Fighting d10, Intimidation d10, No-
  tice d8, Piloting d8
  Charisma: –2; Pace: 6; Parry: 8; Toughness: 11 (2)
  Hindrances: Mean (when he wants to be)
  Edges: Ambidextrous, Block, Frenzy, Mighty Blow, 
  Sweep, Two Fisted
  Gear: —
  Special Abilities:
  * Armor +2: Tough shell.
  * Construct: +2 to recover from being Shaken; no ad-
  ditional damage from Called Shots; immune to poi-
  son and disease; Wild Cards suffer no wound penal-
  ties.
  * Fists: Str+d4. Counts as a Heavy Weapon.
  * Size +2: Joe is 8’ tall and weighs a ton (literally).
  ROBOT GOON
  ROBOT GOON
  The robot goons come in a variety of models. For ease 
  of play, all share the same common stat block, however.
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Driving d6, Fighting d6, Notice d6, Piloting d6, 
  Shooting d6
  Pace: 6; Parry: 5; Toughness: 6 (1)
  Gear: Blaster pistol (Range: 12/24/48, Damage: 2d6)
  Special Abilities:
  * Armor +1: Metal skin.
  * Construct: +2 to recover from being Shaken; Called 
  Shots do no additional damage; immune to poison 
  and disease.
  SECURITY TROOP
  SECURITY TROOP
  Security troops range from rent-a-cops to hardened 
  mercenaries. These fall somewhere in between. They’re 
  not crack shots, but they are trained to ﬁ re from moving 
  vehicles, and they’re not bad drivers either.
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Driving d8, Fighting d6, Knowledge (Shields) d6, 
  Notice d6, Piloting d8, Shooting d6
  Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Loyal
  Edges: Steady Hands
  Gear: Armored vest (+1), blaster pistol (Range: 12/24/48, 
  Damage: 2d6)
  
  INTERSECTION MAP
  INTERSECTION MAP
  
  HOVER CAR FLATS
  HOVER CAR FLATS
  
  MAP TILE A
  MAP TILE A
  
  MAP TILE B
  MAP TILE B
  
  MAP TILE C
  MAP TILE C
  
  MAP TILE D
  MAP TILE D
  
  MAP TILE E
  MAP TILE E
  
  MAP TILE F
  MAP TILE F
  
  MAP TILE G
  MAP TILE G
  
  MAP TILE H
  MAP TILE H
  
  MAP TILE I
  MAP TILE I
  
  © 2009 Triple Ace Games. Daring Tales of the Space Lanes and all related marks and logos are trademarks of  Triple Ace Games. Savage Worlds, Smiling Jack
  and all related marks and logos are trademarks of Pinnacle Entertainment Group. All rights reserved. Used with permission.  © 2009. All Rights Reserved.
  www.tripleacegames.com
  www.tripleacegames.com
  31042
  31042
  $7.50
  $7.50
  When your trip to Lux III hits “difﬁ culties” your patron suggests a
  way you can repay him and avoid his lawyers. It’s a simple enough
  task, on the surface; all you have to do is inﬁ ltrate a criminal
  gang, discover who their boss is, and put him out of business. But
  there’s a drawback, and it’s a big one. The gang operates in Tin Town,
  a robots-only slum, and ﬂ eshies just aren’t welcome there. But fear
  not, for your patron has a solution; you’re going to enter Tin Town
  disguised as robots!
  Have the heroes got what it takes to be a robot and avoid detection?
  Can they inﬁ ltrate the gang and work their way to see Mr. Big? Or is
  it all going to end in one huge rumble?
  Find out in the latest installment of Daring Tales of the Space Lanes!
  LET’S GET READY TO RUMBLE!
  LET’S GET READY TO RUMBLE!
  
SOURCE: textdata/thevault/Savage Worlds/Pulp/Daring Tales of the Space Lanes/TAG30013 - Compendium #1 [split]/TAG31042 Daring Tales of the Space Lanes 03 - Robot Rumble.pdf