TEXT: GILGAMESH PRIME
  WORLDS AWAY
  
  GILGAMESH PRIME
  WORLDS AWAY
  Writing, Design, and Layout - Colin Dunn
  Page and Cover Backgrounds - Lord Tsetse Works
  Interior Art - Maciej Zagorski (The Forge Studios), Anthony Cournoyer (Shaman’s Stockart), Colin Dunn
  
  Gilgamesh system
  Gilgamesh PRIME
  PRIME
  SECONDUS
  TERTIUS
  GILGAMESH
  
  GILGAMESH PRIME
  Situated deep in the Vast, Gilgamesh Prime 
  is one of only three planets in the Gilgamesh 
  system, circling close to a small, dim red dwarf 
  primary
  This star, Gilgamesh, is unremarkable, though it 
  does experience periodic flares. These flares are 
  a radiation risk for any unshielded being on the 
  surface or in orbit around the first planet.
  Gilgamesh Prime is the first world out, and 
  more detail will follow on it later.
  Secondus is the next planet, a frozen iceball 
  only 3800 miles in diameter. It has a thin atmo-
  sphere of nitrogen and carbon dioxide, the latter 
  of which freezes out during the long nights.The 
  only thing of obvious interest is a large mass 
  of organic (carbon) compounds on one side of 
  the planet. This has only been investigated by 
  probe, and appears to be 
  made of cometary material. 
  Thre are no recorded land-
  ings on this world.
  Tertius is the last planet 
  in the system, a 2500-mile 
  diameter frozen iceball that 
  may have a liquid water 
  interior. This has not been 
  closely-examined, but 
  faint plumes of water have 
  been detected, evidence of 
  both water and some sort 
  of subsurface activity that 
  would lead to the eruptions. 
  Tertius has never been ex-
  plored, only imaged from a 
  distance.
  Prime
  There is little to recommend the planet at first 
  appearance. Small and cold, with a poisonous, 
  corrisive atmosphere and oceans of hydrochlo-
  ric acid, it is not a good candidate for support-
  ing life. Surface temperature ranges from -80° 
  to +30° F (-60° to -2° C), and it can rain, or even snow, 
  hydrochloric acid.
  The life it does support, however, is both monstrous in looks 
  and size, being some of the largest terrestrial megafauna 
  so far cataloged. Though ferocious, most of the massive 
  creatures are slow, a result of the low-energy bio-sphere of 
  this cold planet. These megafauna do nothing to add to the 
  world’s appeal, and initial explorers were inclined to dis-
  miss it entirely
  The system has a Drift beacon, though no one knows who 
  placed it. With that knowledge, subsequent explorers inves-
  tigated the world more thoroughly. It has large quantities 
  of the rare-earth materials so critical to modern technology, 
  including UPB. Not only that, but there are outcroppings of 
  crystal in the low-lands, some of which contain the specific 
  carbon-silicate matrix needed for solarian weapon crystals, 
  as well as a number of other mystic and eldritch uses. That 
  along would pique interest in the planet.
  Topping the value of the resources, 
  however, is the network of tunnels 
  that underlies the surface of the largest 
  continent, Akkadia. While harbour-
  ing its own unique ecology comprised 
  primarily of smaller versions of the 
  surface megafauna, the tunnel network 
  has an oxygen atmosphere, making 
  hte denizens much more energetic and 
  dangerous. Ruins on the surface lead 
  to entrances where either magic or old 
  technology is used to keep the out-
  side atmosphere at bay. These tunnels 
  are largely empty, but every so often 
  an intrepid group of explorers finds 
  something new, magic or technol-
  ogy in advance of most of the known 
  races. 
  Facilities
  Gilgamesh Orbital is a small station, run by the Kisharan 
  xeno-druids who maintain watch on the planet below. They 
  have a hard rule against hunting the megafauna for sport, 
  but are inclined to be lenient in the case of a proven need 
  Gilgamesh Orbital
  
  danger worth-while. If the world itself were not so 
  hostile, it would probably be constantly besieged by 
  treasure seekers, raiders, and pirates.
  There area number of life-forms in the tunnel network, 
  and it is almost as varied an ecosysttem as the surface. 
  In the deepest regions of the tnnnels explored so far, 
  there are disturbing indications of a possible demonic 
  incursion, though the evidence is scanty at best. Some 
  areas do bear the taint and distorted reality consistent 
  with demons, though such have been linked with other 
  creatures of pure chaos.
  The Ruins
  The surface of Gilgamesh Prime is dotted with ru-
  ins, some of which connect into the tunnel network, 
  though most do not. The ruins themselves seem to run 
  a range of technological and architectural styles, from 
  hand-fitted stone blocks to seamless carboglas bubbles 
  for self-defence. They operate a small group of fighter-
  craft and a swarm of drones to enforce their edicts.
  There are a number of facilities on 
  the surface, all protected from the 
  planet’s poisonous and corrosive 
  atmosphere. The largest of them is 
  Enkidu, a small fortress near one 
  of the first-discovered entrances 
  to the tunnel network. Enkidu 
  houses a population of about 500, 
  all protected gehind the heavy ferrocrete walls of the 
  bunker. The tunnel entrance is about 300 feet away 
  from the door of the fortress, and even then people are 
  lost every week making the short journey, either to suit 
  failures from the corrosive 
  atmosphere or from animal 
  attacks.
  The other large facility, 
  Uruk, is run by an orcish 
  consortium, and they are 
  not friendly to outsiders  
  Uruk itself is built right over a tunnel entrance, and 
  sees regular incursions from tunnel denizens. The orcs 
  do not seem too bothered by this, though. There are 
  rumours that they are collecting the creatures for their 
  bio-graft research, the notion of grafting animal parts 
  to a humanoid to enhance their abilities, especially 
  their combat abilities.
  It is worth noting that some groups tried to build bases 
  inside the tunnels. These bases were either abandoned 
  shortly after, or else all occupants simply disappeared 
  overnight
  .
  The Tunnel Network
  The tunnel network covers thousands of miles under 
  Akkadia Continent, and has yet to be mapped fully. 
  Mapping drones sent out tend to not return, or to return 
  with their memories trashed. The tunnel network is 
  home to a diverse ecosystem of creatures that ap-
  pear to be small versions of the behemoths that roam 
  the surface. Scrying spells do not work past a certain 
  range or depth either.
  Approximately 1300 miles of tunnels have been ex-
  plored and mapped to date, but much of that is cursory 
  at best. Several caches of magic and/or high technol-
  ogy have been discovered so far, though, making the 
  Enkidu
  Uruk
  
  that are permeable to certain materials. All are long-
  abandoned by whatever beng created them.
  Some of the ruins, especially the very oldest, do have 
  architecture and symbology consistent with stories of 
  demonic temples, but there is none of the expected 
  magical aura or taint associated with these sites at the 
  present time. Explorers are warned to be very cautious, 
  however, as pre-Gap tales of demonc encounters are 
  very clear how truly dangerous these sites can be. 
  The Preserve
  The Kerannos xeno-druids have established the Pre-
  serve as a no-go zone, though 
  rumours of ruins here, too 
  have led to some attempting 
  to run the quarantine. They 
  seldom return. The Preserve 
  is home to the biggest mega-
  fauna on the planet, some 
  weighing hundreds of tons, 
  and standing upwards of 
  100 feet tall. The Beacon 
  was built by the Kerannos 
  order to remotely watch the 
  Preserve, and it is able to 
  track any air or spacecraft 
  that attempts to land on the 
  continent. It also has some 
  defensive capability and will 
  fire on any craft within 100 
  miles that attempts to broach 
  the Preserve. 
  The Beacon is the primary control centre for the drones 
  that patrol the Preserve. This frees the xeno-druids 
  from  routine patrols, and allows them to concnetrate 
  on the important work. The drones allow the Kisaharns 
  to protect all of Preserve with limited numbers of xeno-
  druids.  They still lack the resources  to protect the 
  whole planet, however.
  The forests, swamps, and plains of Preserve have an 
  enormous population of the local mega-fauna, filling 
  every niche on this fecund continent. The xeno-druids 
  are determeined to protect them. The fervour the 
  Kisharans show for protecting Gilmgamesh Prime’s 
  megafauna is unusual. Few xeno-druid groups are so 
  aggressive
  Adventure Seeds
  Gilgamesh Prime is an active world with a great deal 
  going on, even if people people actually live there.
  Seed 1
  Investigate and map the Tunnel Network. This is one 
  of the more dangerous jobs on Gilgamesh Prime. The 
  riches could be significant.
  Challenges: Tunnel network life-forms, other treasure 
  hunters, xeno-druids
  Rewards: Magical or High-technology treasure, 
  money for mapping the network (from Enkidu)
  Seed 2
  An environmental montoring lap on the northern edge 
  of  Akkadia has gone silent. The Kisharan xeno-druids 
  suspect it was one of the many competing exploratory 
  companies, but they do not have the resources to 
  investigate.
  Challenges: Various exploratory companies, possible 
  tunnel excursion, maybe even demons
  Rewards:  Players can expect a monetary reward of 
  up to 5000Cr each on completion, plus any gear they 
  happen to acquire along the way.
  Seed 3
  A group from Caliban, a rich, independent world not 
  too far from Gilgamesh contacts the characters. They 
  are looking for guides for a hunting expedition to 
  Gilgamesh. The cat-like Calibani live to hunt, and one 
  of their nobles, the Fifth-Lord Baats, wants the big-
  gest game there is: a Labbu. He is willing to pay an 
  exorbitant amount to anyone who will guide him and 
  his coterie. He wants a Labbu head as the prow of his 
  sand-yacht on Caliban.
  Challenges: The Kisharan xeno-druids are the major 
  challenge, but the Labbu themselves are extremely-
  dangerous. The Fifth Lord will insist on hunting the 
  beast with personal weapons only, which would be 
  extremely-challenging. 
  Rewards: The Fifth-Lord can pay very well, and 
  since he just wants the head, the characters can sal-
  vage what they want of the rest, whcih would bring 
  substantial rewards on the black market, assuming 
  they can get-world with it in the face of the Kisharans.
  The Beacon
  
  target). Unless otherwise specified, a creature can swallow whole 
  only targets that are at least one size category smaller than itself, 
  and it has room for a single target of that size in its stomach 
  (doubling the maximum number of creatures it can have swal-
  lowed for each additional size category by which these creatures 
  are smaller). On the creature’s next turn after 
  grappling or pinning the target, if the 
  target has not escaped the grapple or 
  pin, the target automatically takes 
  the bite attack’s damage at the 
  beginning of the worm’s turn. 
  The creature can then make a 
  new attack roll with the same 
  attack. If it hits the target’s 
  KAC, the grapple or pin 
  is maintained. If it hits the 
  target’s KAC + 4, the target 
  is swallowed whole (no dam-
  age is dealt). Once swallowed, the 
  target takes the listed swallow whole 
  damage automatically at the beginning 
  its turn every round. The target is 
  considered grappled as long as it is 
  swallowed. 
  A gargan worm’s inte-
  rior can hold 2 Large, 8 
  Medium, 32 Small, 128 
  Tiny, or 512 Diminutive or 
  smaller opponents.
  The massive Gargan 
  Worm is the largest crea-
  ture in the underground eco-system of Gilgamesh Prime. These 
  massive beasts created the tunnel system, and continue to expand 
  it over time. They also form the basis of the ecology. Their leav-
  ings as they tunnel through the rock provide sustenance for the 
  very-smallest animals in the tunnels, the base of the food web. 
  While most creatures are p[art of this complex eco-system., the 
  worm itself does not prey upon any other creature in the tunnels. 
  In fact, it is occasionally preyed-on by the tunnel-runners, man-
  sized creatures that attack the gargan worms in packs.
  Little in known about the worms or their reproductive cycle. It is 
  unknown even how many of them there are. 
  XP 19,200
  CN Gargantuan magical beast
  Init +0; Senses blindsight; Perception +27
  DEFENSE
  EAC 26; KAC 28
  Fort +16; Ref +16; Will +11
  OFFENSE
  Speed 30 ft., burrow 20 ft., swim 10 ft.
  Melee bite +26 (6d4+20 P) or claws +26 
  (4d4+20 S)
  Space 20 ft.; Reach 20 ft.
  STATISTICS
  Str +8; Dex +0; Con +5; Int +0; Wis 
  +4; Cha +0
  Skills Athletics +22, Perception +27, 
  Survival +22
  ECOLOGY
  Environment Tunnel system on Gilgamesh 
  Prime
  Organization Solitary
  SPE-
  CIAL ABILITIES
  Blindsight (Tremorsense) 60 ft
  Grab (Ex) If the wormhits with it’s bite attack, it deals the normal 
  damage. If the creature’s attack roll successfully hits the target’s 
  KAC + 4, the worm also automatically grapples the foe as a free 
  action. (If it hits the target’s KAC + 13, it instead pins the target.) 
  Swallow Whole (Ex)  (2d8 + 12 bludgeoning damage, plus 2d6 
  acid damage.) If the worm hits with it’s bite attack, it deals normal 
  damage. If it’s attack roll successfully hits the target’s KAC + 
  4, the creature also automatically grapples the foe as part of the 
  attack action. (If it hits the target’s KAC + 13, it instead pins the 
  HP 200
  Gargen Worm
  Gargan Worm
  CR 12
  
  SPECIAL ABILITIES
  Grab (Bite) If the Labbu hits with its bite attack, it deals the normal 
  damage. If it’s attack roll successfully hits the target’s KAC + 4, the 
  creature also automatically grapples the foe as a free action. (If it 
  hits the target’s KAC + 13, it instead pins the target.) The creature 
  can maintain the grab either with another successful grab attack 
  or by performing the grapple combat maneuver 
  normally.
  Slow and massive, the Labbu of  
  Gilgamesh Prime spend thier days 
  slowly moving through the 
  toxic. adici forests of their 
  world, eating the tops of 
  trees as they go. They 
  cover roughly a mile 
  a day, as everything 
  moves in slow-moption 
  on this cold, low-energy 
  world.
  This slowness makes 
  people over-confidnet 
  when dealing with the Labbu. 
  They do not understand that, 
  when needed, the Labbu 
  can expend resources are 
  a prodigious rate, raising 
  their speeds and reactions 
  times in realm of what passes for “normal” to off-worlders. Given 
  their size and power, this makes them extremely dangerous.
  There is a black market in hunting these enormous creatures. The 
  hunters typcially use heavy vehicles wepons and starship weapons 
  to take them down. It cannot properly be called hunting, as there is 
  little sport to it. Unless they foolishly get too close, the Labbu does 
  not ahve a chhance. 
  Labbu skulls can be stabilized to prevent decompositon, and are 
  often found being used as trophy rooms, in themselves, within a 
  smansion, ship or station.
  Ulthar the Cloak of Grosk 4 had one killed and brought off-world, 
  where he and team of mystics and technomancers reanimated the 
  massive corpse. The Kisharans cought up with him and his retinuye, 
  including the zombie Labbu, on Myragor C, and killed thjem all. 
  Gilgamesh Labbu
  XP 38,400
  CN Colossal animal
  Init +4; Senses low-light vision, darkvision 60 ft.; Perception +25
  DEFENSE
  EAC 28; KAC 30
  Fort +18; Ref +18; Will +12 
  OFFENSE
  Speed 50 ft.
  Melee 
  stomp+27 
  (8d6+22 B) or
  Bite +27 (10d6+22 B)
  Ranged Spit +24 (3d12+14 
  A)
  Space 30 ft.; Reach 30 ft.
  Offensive abilities natu-
  ral weapons
  STATISTICS
  Str +8; Dex +4; Con 
  +6; Int -4; Wis 
  +0; Cha +0
  Skills Athlet-
  ics +30, 
  Survival +25
  ECOLOGY
  The Labbu slowly tread through the frigid yet dense forests and 
  acid swamps of the Preserve, protected by the xeno-druids. Smaller 
  versions of these creatures populate the forests and scrublands of the 
  other continents, but only on Preserve do they grow to this immense 
  size.
  Home Planet
  Gilgamesh Prime
  Organization
  Labbu usually travels in herds of three to nine individuals, with 
  another one young per three adults.  Tehy are an awesome and ter-
  rible sight as they slowly plod through the forests, leaving swathes of 
  destruction behind them.
  CR 14
  Gilgamesh Labbu
  HP 250
  
  XP 4,800
  CN Medium aberration
  Init +4; Senses darkvision 60 ft., darkvision 60 ft.; Perception +16
  DEFENSE
  EAC 20; KAC 22
  Fort +12; Ref +12; Will +7
  OFFENSE
  Speed 30 ft., burrow 30 ft., 
  climb 20 ft.
  Melee Claws +20 
  (3d6+14 P) or
  mid-claws +20 
  (3d4+14 S) or
  Bite +20 (3d8+14 P)
  Ranged acid spit 
  +17 (2d8+8 A)
  TACTICS
  Tunnel runners attack 
  as a pack, and seek 
  to out-flank their op-
  ponets. They use their 
  spit weapons to harass 
  their targets and steer them 
  to where other Runners can 
  attack withclaws and bites
  Tunnel runners will break and flee 
  is more than half of their number are 
  killed, or three-quarters are wounded to 
  some degree. 
  STATISTICS
  Str +6; Dex +4; Con +2; Int +0; Wis +0; Cha +0
  Skills Athletics +16, Stealth +21, Survival +16
  Other abilities light blindness, tracking
  ECOLOGY
  Environment Tunnel runners are apex predators within the ecology 
  of the tunnel network on Gilgamesh Prime
  Organization Packs of up to 10 individuals, plus young 
  SPECIAL ABILITIES
  Tracking (Scent) The Runner can use its Perception skill to 
  perform the follow tracks task of the Survival skill with the listed 
  sense. The sense is usually related to a type of signature that most 
  creatures leave behind, such as a scent or heat trail. The creature 
  might gain a bonus or penalty to its Perception check to follow 
  tracks depending on the strength of the quarry’s signature, at the 
  GM’s discretion. 
  Tunnel Runners are the most common type of large predator 
  that is encountered in the tunnel network under the surface of 
  Gilgamesh Prime.
  They prey on smaller predators, and the large worms that 
  appear to be the creators of much of the network. Against the 
  worms that must engage in packs, and on occasion a few packs 
  will come together to take one on .The Runner is somewhat 
  larger than a human, closer to a Vesk in size, and runs on four 
  limbs. The narrow head and complex mouth parts allow it to 
  burrow its head inside of its prey to feed
  .
  Runners lay eggs in the 
  bodies of their prey,. 
  The eggs hatch 
  after 6 days, 
  and the small 
  monsters’ first 
  meal is usu-
  ally a sibling. A 
  runner will lay 
  a bathc of eggs 
  with virtually 
  every feeding.
  The young quickly 
  grow to adult size 
  withiin a few months, 
  given the ready availability 
  of food in the network.
  Tunnel; Runner
  Tunnel Runner
  CR 8
  HP 125
  
  XP 1,600
  Female elf Mystic
  N Medium humanoid (elf)
  Init +0; Senses low-light vision, ; Perception +16
  DEFENSE
  EAC 16; KAC 17
  Fort +4; Ref +4; Will +8
  Immunities elven immunities
  OFFENSE
  Speed 30 ft.
  Melee: Scimitar +10 (1d6+5 S)
  Ranged Thunderstrike sonic pistol +8 (1d8+5 
  So; (TIER 5) deafen)
  Mystic Spells Known 
  (Caster Level 5th; ranged +8) 
  0 (at will) - detect magic, token 
  spell
  1st (6/day) - life bubble (DC 16), 
  command (DC 16), mystic cure 
  (level 1) (DC 16)
  2nd (3/day) - fog cloud, hold person 
  (DC 17)
  STATISTICS
  Str +0; Dex +0; Con +3; Int +0; Wis +5; Cha +2
  Skills Culture +16, Intimidate +16, Mysticism 
  +16, Perception +16, Piloting +11, Survival +16
  Languages Common, Elven, Lashunta
  Other abilities elven magic, grasping vines [100 
  ft., 20-ft. radius], mindlink, speak 
  with animals
  GEAR
  Estex suit II, thunderstrike sonic pistol, 4x screamer grenade I, 
  amulet of camouflage, spy drone
  Arasia is typical of many of the mid-tier xeno-druids who moni-
  tor cologically-sensitive sites. She belongs to the Kishara group, a 
  particularly-aggressive organization that fields advanced weaponry 
  alongside magic honed over the centuries since the advent of star 
  travel. 
  The Kisharan xeno-druids prefer sonic weapons, as they do little 
  long-lasting damage to the environment. Arasia carries her weapon 
  in a bracer, leaving her hands free for spellcasting, or to use her 
  thunder-fusion scimitar, which she vastly-prefers to the gun.
  Like all Kerannos exno-druids, Arasia is ruthless towards those 
  who despoil the winderness. While they have little problem wih 
  those who hunt for food, or kill animals in self-defense, they 
  seethe with hatred for trophy hunters, and even worse, those who 
  kill animals just for the thrill. 
  The Xeno-druids on Gilgamesh Prime lack sufficient numbers 
  to patrol the entier planet, or even all of the continent 
  known as Preserve. Their use of atomated weapon 
  systems, like the Beacon, and the drone network 
  it controls, allows them to extend their thinly-
  stretched resources.
  Arasia is one of the few xeno-druids on-planet 
  trained in the use of heavy weapons. She favours 
  the Wave-Echo Sonic cannon, below. 
  Arasia,xeno druid
  CR 5
  HP 60 RP 4
  Wave Echo Sonic Cannon
  Tier 8
  Weapon
  Level
  Price
  Damage
  Range
  Crtical
  Capacity
  Usage
  Bulk
  Secial
  Wave-Echo Cannon
  8
  15,000
  2d10 So
  50 ft.
  Deafen
  30
  4
  2
  Blast, 
  Unwieldy
  The Wave-Echo Cannon is more com-
  pact than a typical sonic cannon, though 
  this costs it some range. Each shot uses 4 
  charges off the standard 30-charge power 
  pack.
  Kisharan Xeno Druid
  
  XP 3,200
  Technological soldier 
  Cost 14,000 credits
  N Medium construct (technological)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception 
  +19
  DEFENSE
  EAC 19; KAC 21
  Fort +7; Ref +7; Will +4
  Immunities construct im-
  munities
  OFFENSE
  Speed  fly 80 ft. (perfect)
  Ranged Red Star plasma rifle +18 (1d10+7 E & F; critical 
  burn 1d4) or
  Squad NIL grenade launcher +18 (by grenade+7 By Grenade
  Offensive abilities Fighting styles (hit-and-run), nimble fusillade, 
  opening volley, plasma immolation
  TACTICS
  Drones will immediately notify the Beacon when they encoun-
  ter any non-animal on the Preserve and request assistance. Any 
  nearby drones will home in on their location, while the Beacon 
  dispatches a Xeno-druid in a fast grav cart. The drones are pro-
  grammed to hold without injury anyone they encounter. They will 
  react aggressively if fired on, or if their targets attempt to flee.
  STATISTICS
  Str +4; Dex +5; Con -; Int +0; Wis +0; Cha +0
  Skills Athletics +14, Perception +19, Stealth +14
  Languages Common, Eoxian, Vercite
  Other abilities no breath, unliving, natural weapons
  Built-in Equipment: laser microphone, comm unit (system-
  wide), signal jammer (level 6), motion detector
  SPECIAL ABILITIES
  No Breath (Ex) Drones are immune to effects 
  that require breathing (such as 
  inhaled poison). This does not 
  give it immunity to 
  cloud or gas attacks 
  that don’t require 
  breathing.
  The Enku combat 
  drone is used by the 
  Kisharan xeno-druids to extend 
  control over the entire Preserve continent. The exact numbers 
  of these drones in their hands is unknown, but is rumored to run 
  from the low hundreds to the low thousands. 
  Enku Drone
  Enku Defence Drone
  CR 7
  HP 105 RP 4
  Grav Pod
  Price 14,850 Large Air Vehicle (10 ft. wide, 10 ft. long, 4 ft. 
  high)
  Speed 60 ft., full 1100 ft., 
  690 mph (hover)
  EAC 17; KAC 20; Cover 
  cover
  HP 80 (40); Hardness 4
  Attack (Collision) 5d10 
  (DC 17)
  Red Star plasma rifle +18 
  (1d10+7 E & F; critical burn 
  1d4) 
  Modifiers +3 Piloting, –2 attack 
  (–4 at full speed)
  Systems autocontrol, planetary comm unit; Passengers 3
  Weapons In Kisharan service, the Tenko is equipped with a Red 
  Star Plasma Rifle in a remote turret topside.
  Tenko U4 Grav Pod
  Tier 7
  The Grav pod is a basic small flyer with a planetary range. It is not 
  fast, but it is durable, and that is the most important feature on 
  Gilgamash Prime.
  While the Kisharans use these craft frequently, 
  some are also in use with other groups on 
  Gilgamesh, and many of these are even 
  more heavily-armed.
  
  Lab Key
   1  Monitoring Equipment
   2  Tower
   3  Front Entrance
   4  Vehicle Bay
   5  Life Support Equipment
  1
  Environmental Monitoring lab
  Research Station Alpha-7
  1
  1
  3
  4
  1
  5
  2
  Environmental Monitoring Labs 
  Gilgamesh Prime is an unusual environment for life, in 
  particular life as complex, and huge, as the megafauna 
  that wander across the various continents. 
  The Xeno-druids sponsor a number of scientific projects 
  aimed at studying this unusual world. Small outposts 
  like this one are typical of this effort, with several doz-
  ens of them scattered across the planet. Most are located 
  in areas that are not frequented by yhe local wildlife, 
  and are often difficult to get to in general. Research 
  station Alpha-7 lies at the edge of a hydrochloric acid 
  swamp in the northern reaches of Akkadia. This envi-
  ronment is, if anything even more hostile than the norm 
  for this world.
  Equipment is constantly breaking down at Alpha-7, 
  with most systems running at 70% at best. These 
  maintenance issues have led to several near-deaths and 
  even one fataltiy over the past few years. However, the 
  Kisharan xeno-druids refuse to allocate additional re-
  sources to either repair the station or upgrade it to com-
  ponents that do not break down as quickly. They claim 
  to lack the resources, or rather, additional resources. The 
  work to defend the Preserve takes precendence.
  Of course, the Kisharans’ work at the Preserve does 
  make  enemies,. The isolated research stations can be-
  come the targets of vengeful off-worlders and treasure-
  hunaters. At the best of times, these outposts are lightly-
  defended, relying more on their location than firepower 
  to keep them safe. 
  Alpha-7 is three stories tall, with another two levels 
  underground. The entire strucutre is built of acid-
  resistant ceramic composites. Anyhing metal is likewise 
  coated in ceramic, which can unfortuntely break or flake 
  off. This exposes the metal surfaces to the corrosive 
  atmophere, leading to rapid decompostion and break-
  down. 
  A smaller tower like Alpha-7 will have a crew of 10-15. 
  Most of them will be technicians and scientists but there 
  are ways a couple of security troops and explorers. The 
  explorer’s use the various vechiels on site to poalnt and 
  maintain remote sensors, most of which are in regions 
  frequented by mega-fauna and other threats.
  The base itself is not armed. There is an arms locker that 
  contains a variety of weapons, up to an IMDS missiile 
  launcher and several rockets, intended for mega-fauna 
  that pose an immediate threat. Each tower also has 
  an Enku defence drone assigned, though they are not 
  always on site.
  
  Tiny fighter
  Speed 14; Maneuverability good (turn 1); Drift 1
  AC 21; TL 24
  HP 40; DT n/a; CT 8
  Shields Medium 100 (forward 25, port 25, starboard 25, 
  aft 25)
  Attack (Forward) 
  Light plasma cannon (2d12), High explo-
  sive missile launcher (4d8)
  Power Core Pulse Black (120 PCU); 
  Drift Engine Signal Basic; 
  Systems advanced short-range sensors, 
  Mk 6 armor, 
  Mk 10 defences, 
  Mk 2 tetranode computer (tier 2); 
  Security anti-hacking systems Mk 2 (DC +2), Com-
  puter countermeasures (fake shell)
  Modifiers +2 any four checks per round, 
  +4 Computers, -1 Piloting; 
  Complement 2
  CREW
  Gunner gunnery +8
  Pilot Computers +10 (3 ranks), gunnery +2, Piloting +5 (5 ranks)
  The Cicada is an older starship, and has long been associated with 
  the Kisharan xenodruids, though it can be found elsewhere as well. 
  It is basically a flying gun, packing a great deal of firepower into a 
  small package. The two-being crew handles all functions, and there 
  is a very small life-system behind the cockpit for long journeys.
  While it is Drift-capable, it is small and cramped, and is much more 
  commonly used by the Kisharans for local operations.
  Assignement to these vessels is unpopular. Though well-maintained, 
  they are old, and have accumulated a number of quirks and oddities 
  over the course of their service lives.
  Most noticable, of course, is the smell. The tiny life-system is 
  always bedeviled by odors, prominent amongst which is the smell of 
  sewage. The ships have also been used by a  number of species over 
  the ywears, and have accumulated more subltle odors from their 
  former owners. The sewage smell has been traced to a problem in 
  the waste recycling system. It is inadequte for most species, having 
  been designed originally for something like a Ysoki. After two days 
  on patroil, the smell is unfortunately very noticable.
  Kisharan GROUP CICADA GUNSHIP 
  (TIER 5)
  Flight Deck
  Life System
  6 5 feet (1.5m)
  Cicada Deck Plan 
  
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SOURCE: textdata/thevault/Starfinder [multi]/3rd Party/Northern Edge - Worlds Away - Gilgamesh Prime.pdf