Frontier Explorer
Published on Frontier Explorer (https://frontierexplorer.org)

Home > Frontier Explorer - Issue 1 > Mooks Without Number - Part 1

Mooks Without Number - Part 1

Mooks1-cleaned-300w.png [1]

Mooks Without Number is a serialized adventure that will be run over the course of The Frontier Explorer’s first year.  The scope of the magazine is such that full length modules fit best if broken into serialized installments.  In following issues you can expect the complete adventure as well as the deck plans of a Capellan Free Merchant ship.  If you plan to play in this adventure it goes without saying that you should probably stop reading now.

The overall concept of this adventure is that the players’ characters have signed on as crew for a merchant vessel travelling around the Star Frontiers setting.  In particular the ship is a Cappellan Free Merchant.  The former crew has been detained by police and the captain is forced to replace them so that he can complete a contracted delivery.  The campaign idea is that the player characters are simple merchant crewmen making a living shipping goods.  They are not looking for excitement but somehow excitement and adventure seems to find them.  “Mooks Without Number” is the story of how the player characters signed on to a CFM ship and the events that followed.

 

Alpha Section: Running the Adventure

Referee’s Campaign Notes

This adventure is what is known as a ‘Big Ship Campaign.’ A big ship campaign is where a ship is detailed to the Nth degree and players are crew or passengers who end up having adventures in the course of the ship’s journeys.  A great explanation of Big Ship campaigns can be found in the old Polyhedron magazine issues # 21 “Take Command of a Titan” and #22 “Of Great Ships and Captains”. (Ed. Note: A copy of these articles can be found in the Polyhedron Archive download [2] at the Port Loren Public Library [3] on the starfrontiers.us [4] website.)

This adventure is only a kick off and the above named articles should prove invaluable to a referee running a Big Ship campaign.  In case a referee is unable to locate copies of a these articles, the following advice is provided to help a referee continue the adventure. 

  1. The number one rule is to not actually destroy the ship or make it a big floating lifeless hulk as that pretty much ends the campaign.  The threat of the ship’s destruction is good but the possibility of it really being destroyed means an end to the campaign.
  2. The ship is often in the background of the adventure but should not be completely relegated to the role of taxicab.
  3. Mutinies in the real world are actually a very rare thing.  Captain Kleevor, as a CFM captain, holds a reserve commission in the Rim’s Navy known as the Flight and his ship has the legal status as auxiliary warship and by default is part of the Flight’s merchant marine service.  If the player characters decide to mutiny and make off with the ship, United Planetary Federation authorities (both Star Law and Space Fleet) will be obliged to hunt them down due to treaty provisions.  The players will quickly find themselves without any sort of safe haven to hide within the Frontier.
  4. Kleevor is the Captain and provides some structure for the adventure but should not make all the decisions.  He is no Captain Ahab or Bligh.  The player characters can possibly take over the ship after a period of apprenticeship and Kleevor can be moved out by having the CFM appoint him to its governing board back on Faire.  A referee will need to look for opportunities to delegate authority and leave the PCs to sink or swim on their own merits (as will occur in this adventure).
  5. Non-commercial adventures can be introduced by having the ship chartered by a university to transport its scientists and equipment or the ship can be recalled by the Flight to support a military operation.
  6. The focus for a merchant ship campaign of this sort is going to be exploring the Frontier and possibly a little beyond.  A referee will find that compiling files on systems visited and NPCs met will greatly ease his work load.  During the course of this adventure the player characters will visit two planets and meet a number of non-player characters that the referee should recycle and use as contacts and plot hooks over the course of the campaign.

Captain Kleevor001-cleaned-200w.png [5]

To Zeb’s or Not to Zeb’s , That is the Question

The oft debated controversy of Star Frontiers is whether the Zebulon’s Guide material should be treated as canon. This adventure is predicated on the crew being hired by the Capellan Free Merchants which were first introduced in the Knight Hawks supplement and then expanded upon in the Zebulon’s Guide partial revision. I’ll not debate the merits of using some of the Zebulon’s Guide material here.  In this adventure Captain Kleevor is presented as an ifshnit and his ship having ties to the Flight which is all Zeb’s Guide material. Referees that don’t want to use the Zebulon’s Guide material can easily make Captain Kleevor a human and ignore any other reference to any other Zeb’s Guide material that turns up.

Captain Kleevor’s ship , The Venture

The Venture is a Capellan Free Merchant ship and enjoys certain advantages.  First and foremost is its status as auxiliary merchant marine for the Flight.  This position means she must be equipped with atomic drives and receives government subsidies for fuel.  Her captain holds a reserve naval commission and the ship can be activated for active duty at any time though this is actually an exceedingly rare occurrence. 

The Capellan Free Merchants is accorded mega-corp status but in actuality it is an association of independent business men like Kleevor.  Their one iron hard policy is mutual protection and an extreme response to attacks against its members.  Thus any CFM ship can expect help from any other CFM ship in the vicinity.

Since full deck plan for Kleevor’s ship will not appear until part 3, the adventure will need to be run with an abstracted deck plan (see the accompanying cross section of the ship, p24).  Characters can travel from one area of the ship to another and perform approximately one action in ten minutes.  This abstracted movement covers traveling to the ship’s elevator and using it to reach another part of the ship and access a piece of equipment or computer console.  How long attempted actions take is a matter for the referee’s judgment but game masters should be flexible and err on the side of the players if it’s a close call.

CFMS Dawn Trader-class light freighter

HS: 5  HP:20  ADF:3  MR:3  DCR:40
Max Crew: 14
Weapons: LC, LB, RB (HARM) x6
Defenses: RH, MS(x1)
Engines: 3 Atomic "B"

Attached cargo shuttle: Capitol

HARM rocket battery ammunition was detailed in the Star Frontiersman [6] issue #17, its name stands for Hypervelocity Anti-ship Reaction-drive Missile.  It is specialized ammunition for rocket battery and assault rocket weapon systems that is designed to shred hulls on small craft making a HARM hit almost a guaranteed one shot kill on a fighter craft. The ammo performs identical to the original ammo for the system firing it except that the rocket battery's advance damage table modifier is increased (from -20 to -30). The Venture starts this adventure with the standard rocket battery ammo loaded in the weapon and two sets of palletized HARM reloads (total of 12 salvos) stored in the cargo hold. RB (HARM): LTD/RA 3/ DTM -30/HDR 2d10

Note: if using the basic game rules for Knight Hawks encounters simply rule a HARM hit on a fighter as an automatic kill otherwise there is no change.

Kleevor Needs a Crew

The former crew were involved in a bar room brawl at Port Loren.  Weapons were drawn and numerous opponents were wounded as well as responding police officers.  The crew has been arrested and charged with a host of charges.  Kleevor has paid for lawyers and attempted to secure their release but to no avail. 

He has delayed making a contracted run to Timeon/Lossend as long as possible but now must replace his crew and make the delivery.  He has posted a classified ad on the info net and will interview the PCs at Dinza’s Antiques, the business establishment of another Capellan Free Merchant. 

This adventure was designed with a fan article from Star Frontiersman [6] issue #11, “Spacer Skills Revisited” in mind.  It’s very much a beginning level adventure and starting player characters with first level spacer skills and the canon pre-requisites listed in the Knight Hawks rules book ramp the adventure up to high level play immediately.  As a referee you can of course use any rule set or rules conversion you desire but it’s strongly recommended that you use a graduated system of pre-requisite skills similar to that discussed in the sited Star Frontiersman article. 

This module will assume that player characters are essentially starting characters with up to three skills and one of those being a space skill and the others are pre-requisites, all at the minimum levels described in the “Spacer Skills Revisited” article.  If a spacer skill only requires one pre-requisite skill then a player will be free to choose any other skill at level 1.

If the party is small, Kleevor can cover the positions of pilot and astrogator.  The ship can easily accommodate 1 to 3 gunners though finding an RPG character willing to shoot weapons has never been difficult.  The crew should also have at least one engineer and if two players are interested in playing tech characters a robotics tech could come in handy.  A large party with all the spacer positions covered can accommodate character concepts that don’t have actual spacer skills but until the party is over four in number the players should consider covering all of the spacer skills at least once.

Kleevor’s Contract

Normally Captian Kleevor would have arranged for more bulk freight to fill his hold for the run to the Timeon system.  However, with his crew in jail he’s had to pass on several cargos.  The current contract predates the bar brawl and is only a few small crates.  He has delayed the delivery as long as possible but must complete it now or else he incurs penalties and will suffer a loss of reputation.  It does not sit well with him to essentially abandon his former crew but there is still a banknote to pay on his ship and the humma crewmen have been in more than a few legal scrapes that he’s been forced to bail them out of.

The contract is essentially a gun run but there is nothing illegal about the business deal.  Pirates have been extorting food from farm settlements on Lossend in the Timeon system and one such settlement has decided to defend itself.  Kleevor took the deal to provide weapons (all of them are legal) for twice their worth in grain and an agreement to fill his cargo hold one time at a discounted price.  He plans to offload the food at Laco in the Dixon’s Star system where demand for food is high.  If his former crew had not been arrested, he would have realized a high profit from the venture but now will just barely operate above a deficit.

Beta Section: Making the Delivery

Getting Under Way

The players will report to the star port and help load the unmarked crates form a secure holding facility to Kleevor’s cargo shuttle.  A pilot PC can copilot the shuttle with Kleevor. 

Any curious player with military background, security background, or familiarity with weapons can make an INT check to realize that the packing crates remind him of some shipping containers that occasionally are used for weapons.  Treat any character with more than one weapon’s skill as having enough familiarity with weapons to make this check.  The crates have coded locks that will require a technician to defeat if the players desire to look inside.  If anyone wants to attempt that action they will have to wait till after the ship is underway for Timeon, but Kleevor will be aware of the attempt unless elaborate precautions are taken to disable monitoring devices.  For the contents of the weapon’s shipment see Listing A (p21).

Once aboard the CFMS Venture, there are a host of chores and maintenance that needs to be done as the ship gets under way.  Kleevor will assign these to the party and allow them to handle getting it done.  He’s already computed the jump to Timeon but will spend time on the bridge refining his data while piloting the ship and brooding over what he feels is a betrayal of his former crew.

After a 10 hour shift Kleevor will hold a meal for everyone.  This is the time when the players can quiz Kleevor and learn something about the job they are on.  In fact, once per day it will be Kleevor’s habit to host a meal for the crew.  The ship will be on automatic and if anything happens an alarms will sound.

This activity can be simulated at the RPG gaming table as the meal/chat will happen early in an adventure and many RPG gaming sessions have snacking at the beginning of the session before the game really gets going.  The informal snack time can be used for this role play meal and cover background details on the adventure. 

The trip to Lossend will take about 6 standard days.  However, the player characters only have 3 working shifts with which to square away the ship.  Captain Kleevor will want to run drills for two days while decelerating in Timeon system given the possibility of who might be lurking in that system these days.   So the crew will lose two days to drills and the last will be lost to the time spent getting underway and arriving at Lossend.

Galactic Standard time is 20 hour days with a 10 hour work shift the norm.  Players may opt to use up to 2 hours of their off time per day to try to get more done.

Their first voyage with the Venture will involve lots of work.  The old rocket battery ammunition need to be pulled from the weapon’s magazine, disarmed and palletized before being replaced with the new HARM rockets that are designed to shred star ship hulls and potentially be a one shot kill on fighter craft.  Someone has taken all the robots apart and was doing maintenance on all of them at once which means none of them can assist with any physical labor till they are put back together again.  In addition there is a royal pain of a job requiring vacuum suits fixing a leaking seal on the cargo hold hatch. 

Have the players compute their total available working hours: 30 hours times the number of player characters.  This is the budget of work hours they have to complete the chores and maintenance tasks.  Listing B (p21) gives the list of chores and their total work hours to accomplish.  The exact list of tasks depends on the number of player characters in the crew.  It is entirely possible that the players may not get everything done and it will be important to note what was not finished for later portions of the adventure, particularly if it impacts the ship in combat.

Experience Points: Getting Under Way

The actions and decision made during this phase of the adventure will have their benefits or hindrances latter on when combat erupts so no experience need be given for doing chores. If players go to lengths to learn details about the weapons deal or other details before Kleevor reveals the details at a meal then award 1 bonus EXP when experience is awarded for Beta Section.

A Day Late and a Credit Short

Keyvan-cleaned-200w.png [7]

In Lossend orbit the Venture will be placed in a parking orbit assigned from the space station.  Kleevor will remain with the ship while the PCs will take the weapons crates in the shuttle, Capitol, to Dawn’s Landing and rent a cargo variant jet copter to deliver the arms to the farming village.  They have the necessary credit drafts to rent the copter and purchase the extra grain from the farmers.  They may also use weapons from Ventures small arms locker (see Listing  C, p21).  The PCs mission is to complete the deal or no one is getting paid.  In other words their pay will be deferred till the next completed delivery of which none are currently lined up without the expected grain.

Unbeknownst to Kleevor is that he is a little too late to reach Lossend and his customers have been forced to pay the extortion and that the Lucky Devil pirates committed rape, pillage, and burned the farming settlement to the ground anyway.  The farm settlement cannot be raised by radio (if the PCs try) and Kleevor will instruct the PCs to complete the deal but be on their toes.

At the farm settlement the PCs find the moldering ruins of the burnt out settlement and bodies everywhere.  A young human boy can be seen working on a heavy duty robot body that looks shot up.  His name is Keyvan and he’s a level 1 roboticist.  He’s attempting to get a shot up heavy duty equipment robot to work to plow a mass grave.  He is so numb to his experiences that he will simply stare at the PCs copter expecting to be killed and welcoming it.  He can tell the PCs what happened and answer some questions but will doggedly focus on getting the grave dug.  He’s exhausted and characters with medical or psycho-social skills will realize he needs sleep.

Keyvan, older sister, Mim, is married to the leader of another co-op like farm settlement 30 km north of this location that would be the best place for the PCs to leave him and possibly find a buyer for their guns.

Striking A Deal

Barlo’s Post is a repurposed mercenary base from the aborted corporate war between PGC and Tachton Industries (See included map).  The mercenary base used to be identical to the town map on the back of the Port Loren poster map except the farmers recycled the fencing to protect important crops from wypong depredation.  The fence posts remain as they were set into ceramacrete and the farmers have not yet invested energy into digging them up.  The watch towers also remain and sport spotlights to drive off any nocturnally prowling wypongs that the community's dogs will alert on with barking.

Mim-cleaned-200w.png [8]

Barlo James and his wife Mim lead the co-op though the community is democratic in governance.  It’s just that Barlo is a forceful personality and most everyone will follow his lead.  The community will welcome the PCs and the news of the other settlement’s demise will shock them.  Some of the men will tell Barlo that they should have bought weapons to defend themselves but now what can they do if the pirates take the grain AND kill everyone.

Barlo is actually aware of what the other settlement’s deal was and will negotiate for the same deal with the stipulation that the PCs teach them how to use the weapons.  He will ask for four weeks training but settle for two weeks knowing the pirates will show up in about a week.  Barlo is looking to have the PCs present when the pirates do show up on the theory they will probably fight just to save themselves.  After the PC’s strike the deal, each character has a chance to discover this fact each day they are in the village.  Have each character make a PER ability check.  Success means that they have learned of the timing of  the pirates' arrival.  If they learn of the impending arrival of the pirates, Barlo will hold them to the deal.  If they consult with Kleevor, he feels responsible for the other farmers' deaths and will tell them that they cannot get the grain if these farmers are dead.

Every 2-3 days that the PCs are in the village, there is a 50% chance of something happening from this table or by referee fiat one or more things from this list will happen that week. Roll 1d5 and consult the list.

  1. Twelve and eleven year old boys were taunting a wypong by throwing sticks and rocks at it.  The wypong responded by beating one of the youths unconscious and the others fled.  If there is a medic in the PCs’ party he can treat the youth but if not the PCs can join the farmers in running off the closest pack of wypongs or tracking (provided someone has that skill) and killing the specific wypong that did this.  Note that the wypongs are protected and indiscriminant killing of them will bring in the Lossend Rangers.  This encounter can lead to a role play encounter with Lossend Rangers concerning activities involving the wypongs.  A wypong that attacks a human or other sapient creature may be put down but just killing wypongs will likely lead to 1000 Cr fines per creature killed.  They are easily run off with sonic weapons.
  2. Two Lossend Rnagers show up and question everyone about the destroyed farming settlement.
  3. A lossodragon is killing livestock.  After two nights of its predation something must be done.  It’s impossible to track which will require guards posted to watch for it during the night.
  4. Jet copter circles the compound and then flies away.
  5. One PC makes a connection with the farmers he’s training, roll 1d5 to determine how many of them are now level 1 at the weapon they were training with.

Storm Brewing

Farmer002-cleaned-200w.png [9]

The players are in essence roped into defending the farm settlement and may have little time to prepare.  There are 12 adult combatants, both men and women, and five non-combatant adults and 12 children.  Any combatant farmer is effectively 0 level with a ranged weapon but due to hard work and experience working with farm tools they are effectively 1stlevel with melee weapons.  Each farmer will be able to scrounge either: a knife, a machete or an improvised pole arm.  Farmers' (RW 20, M 40, PS 3, IM 3, RS 30, STA 40) equipment is drawn from the weapons shipment, Listing A.

In addition there is any reasonable amount of material and equipment available on the farm at the referee’s discretion if the players ask for specific items.  Players should be rewarded for trying to devise stratagems against the pirates.  Simple stratagems will have more success and complicated ones are more likely to fail. 

There are no robots at this farm and if the heavy duty robot is recovered from the other farm it will need 5 hours to restore it from 5 STA to 250.  However, each failed repair roll reduces the maximum STA points by 50.  It is only level 2 and programed for common farming tasks.  To use it in combat it will need to be modified to mount a weapon, have an Attack/Defense program installed and its mission and functions rewritten.

Provide players with the map of the settlement (p22-23) and allow them to arrange the defenders.  If they never discover that the pirates will show up when they are still there then allow the player to arrange their PCs and randomly place farmers.  Mim is a combatant but she will defend the non-combatants with a sonic stunner.  This leaves Barlo and 10 other farmers to defend the settlement with the PCs.  Once the PCs and farmers are in place the players will control the farmers for the battle.  The players can also divvy up the arms shipment among the farmers but cannot use it themselves.

Experience Points: Beta Section

Award 1-3 EXP for the players' performance since arriving planet side. Take note of whether they did the minimum at the destroyed settlement and how hard a bargain they drove with the farmers (1 EXP). The CFM believes strongly in a deal being good for both parties. Reward good role play with the farmers and discovering that the pirates will arrive within the week (1 EXP).  Finally reward good preparation for the pirate’s arrival (1 EXP).

I Need Money Today [10]

Gamma Section: Stand Your Ground

Storm Breaking

Hover car002-cleaned-300w.png [11]

Treat the top of the town map as north.  The Lucky Devil pirates have two hover trucks, one hover car, two cycles and a jetcopter at their disposal.  All of the vehicles, except the jetcopter, approach from the South, but split up to surround the town.  Truck 1 halts on the South side, truck 2 in the common after entering from the north side, the hover car halts on the North side just outside the common, and the two hover cycles halt on the West side.  The jetcopter is a short distance away and will arrive in 1d5 combat turns. 

Hover Truck 1: 6 pirates (RW 35, M 35, PS 3, IM 4, RS 40, STA 40) skiensuits - 3 with autorifles and machetes and 3 with gyrojet pistols and electric swords

Hover Truck 2: 6 pirates (RW 35, M 35, PS 3, IM 4, RS 40, STA 40) skiensuits - 3 with autorifles and machetes and 3 with needler rifles, 2 smoke grenades & 2 frag grenades

Hover Car: Ramirez (RW 60, M 60, PS 3, IM 4, RS 40, STA 50) skiensuit, albedo screen, power belt, laser rifle, sonic sword  plus 3 pirates (RW 35, M 35, PS 3, IM 4, RS 40, STA 40) skiensuits - auto pistols and vibroknives

Hover Cycle 1: 2 pirates (RW 35, M 35, PS 3, IM 4, RS 40, STA 40) skiensuits - autopistols & 2 frag grenades

Hover Cycle 2: 2 pirates (RW 35, M 35, PS 3, IM 4, RS 40, STA 40) skiensuits - autopistols & 2 frag grenades

Jet copter (armed with 2 rockets and heavy machine gun): Crew of 2 (RW 35, M 35, PS 3, IM 4, RS 40, STA 40) skiensuits - sonic stunners plus 4 yazirian jumpers (RW 35, M 35, PS 3, IM 4, RS 40, STA 40) skiensuits - gyro-jet pistols, 2 smoke grenades, swords

Ramirez001-200w.png [12]

Ramirez is the leader and will look to talk first but if he suspects something is up he will be quick to resort to violence.  The jet copter will come in looking for high value targets (vehicles, combat robots, the watch towers).  After making two attacks with vehicle weapons in the turn it shows up, the copter will maneuver to the center of the town just a few meters above the roofs of the buildings and the 4 yazirian jumpers will deploy gliding to roof tops in pairs.  Once 50% (12) of the pirates are down, roll against Ramirez’s LDR (45%) to see if they break and scatter.  If Ramirez is down, roll against 20% to see if they scatter.  Once 75% (18) of the pirates are down they break and scatter.

If the players have taken a hand in organizing the defenses they will learn of the trap door in the barn leading to the root cellar where the farmers plan to hide the children and other non-combatants.  If the players have organized the defense then the non-combatants will begin the encounter already there.  If the PCs have not been organizing the defense then groups of children and women will be running for the root cellar when the pirates show up.

Note: if the PCs failed to clean and check Ventures small arms there is a 10% that one of the weapons being used by the PCs from the arms locker will jam, misfire, or malfunction at a critical moment.

The Farmers Remain

After a successful defense of the village, Mim, a level 1 medic, will assist the PC’s medic (if there is one) in patching the wounded up.  The farmers will make good on the deal providing discounted grain at a great price to fill Venture’s hold.  The PCs will receive some luxury items from the farmers that may be sold or bartered for full value in a market on another planet:  2 cases of quality Lossend wine (6 bottles each case with individual bottles worth about 100 cr. apiece) and 10 cases of dried fruit (about 100 cr./case).  It is common practice with the CFM to allow crews to indulge in side deals as long as it doesn’t interfere with the ship’s business.

Lossend Rangers will show up after the fact to investigate and question everyone.  If the battle is a close thing a pair of Rangers could show up to save the day for the PCs but only if they are well and truly on the verge of death. 

If the PCs and farmers are taken out, the PCs can be taken captive after being rendered unconscious.  They will receive medical help from Mim once the survivors are rounded up.  The pirates plan to kill everyone but Lossend Rangers will show up and drive them off.  If the PCs are rescued by Lossend Rangers there will be no luxury items offered by the farmer though they will sell grain to Venture’s crew at the agreed upon price. 

Two privateer vessels will blast off from Dawn’s Landing after the fight and an hour latter a freighter will suspiciously break orbit and head for the outer system on the same course as the privateers. 

Experience Points: Gamma Section

Award 2-3 EXP for successfully defeating the pirates.  If  the PCs survive the battle but have to be rescued by the Lossend Rangers only award 1 EXP.

Delta Section: Returning to Port

Out of the Dark

The Lucky Devil pirates will make a play at the fully loaded Venture as it accelerates for jump speed toward Prenglar.  Two privateer class vessels will attack and another vessel will remain at the extreme range of detection equipment and never close.  Each of the pirate vessels are placed on the board first on either of the long sides of the map at a speed of 15.  Venture is then place on one of the short sides of the map at a speed of 12.  Encounter goes for 8 turns or until one or more of the pirate vessels are seriously damage. 

The pirate vessels are heavily modified Rim Song Class yachts: HS 3, HP 15, ADF 3, MR 3, DCR 29, Laser Battery, Assault Rockets (2), reflective hull, no lifeboats

Note:  If the PCs have not finished all of their chores there could be an impact on the battle.  If the targeting issues are not resolved there will be a -3% penalty for the weapon with the targeting glitch.  If the PC have not finished loading the HARM ammo but have unloaded the original rocket battery ammo then the RB will not be available for the combat.

If Ramirez has survived the previous fight at the farm, he will be in command and have blood in his eye.  He needs a win or he’ll face the wrath of his leader back on Laco so he will go hard to capture and/or destroy the Venture.  He is likely to converse with Venture as the pirate’s standard procedure is intimidation to save on ammo.  Role-play the videocom exchange as having happened just before the ship counters are placed on the KHs map.  More role-play could be possible during the battle and a good reasoned argument could cause the second ship to break off.  If this happens, make a LDR roll for Ramirez to retain command.  If Ramirez remains in command he will continue to fight unless the odds are too hopeless at which case his crew will force him to flee the battle.

A Stowaway

The young boy Keyvan will have become attached to the PCs.  He is ideal to become an NPC adventure companion with the PCs and he has level 1 robotics which can be a help to the PCs.  One way to work him into the party is have him stow away on the last shuttle trip to the Venture.  He’ll leave the shuttle after the PCs and find a hiding place somewhere.

When Kleevor calls for red alert and action stations he will have the intercom open to all decks and coughing will be heard over the intercom.  The fact that a space battle is imminent and there is evidence of a stowaway aboard should be greeted with alarm.  Someone will need to locate the source of the cough even as the battle is beginning.  Keyvan does not have a vacuum suit so once he’s found precautions will need to be taken for his safety during the battle (if asked, Kleevor will suggest locking him in an escape pod).  Once the battle is over, Kleevor will press on to Prengular and Laco and the party will be stuck with the youth till the ship can swing back through the Timeon system.  Kleevor is amenable to putting the boy to work as he himself started as a cabin boy on board a CFM vessel ages ago.  However, the captain will require that one of the PCs send a message back to Keyvan’s sister explaining his presence and that they’ll return him next time they’re in system (after all it was the PCs that were operating the shuttle that the boy came aboard on).

Aftermath

The Venture may require repairs after the battle and that will call for a brief layover at Gran Quievra where the captain will check on his imprisoned former crew one last time.  The crew can visit Port Loren but there is no payday yet as the cargo has yet to be sold at Laco where it will get the best price.  The PCs can try to move the luxury items they received on Lossend but will find they can get 90% to 100% of the value with tough haggling session but it will be immediate cash.  If they hold the luxury items till Laco they can negotiate and get 100%-120% of the value.

Experience Points: Delta Section

Award 1-3 EXP for this phase of the adventure. Award more for not getting the ship shot up whether by a negotiated end to the encounter or good gunnery. Award less for the Vetnure being heavily shot up.

Supplimental Material

The following pages contain the suppliment material for the adventure such as NPC Stats, Maps, and the various listings from the adventure.

CFMS Venture Cross Section

All decks are 2.5 m in height and typical deck spacing is 1 m between decks. The spherical bow section (decks 1-5), as well as the engines, gimbal 90 degrees when the Venture is operating near, or landing on, a planetary surface.  Full details for the decks of the CFMS Venture will appear in a future issue of the Frontier Explorer.

DawnTrader.png [13]

Listing A – Contents of Weapon Shipment

The weapon shipment that the players are delivering consists of the following items:

  • 10 Sonic stunners
  • 2 cases of 20 SEU clips- 50 each case
  • 5 semi-automatic rifles (same as auto-rifles but no burst fire)
  • 10 empty clips and 1500 rounds of ammo
  • 1 case of 20 dose grenades
  • 1 case of 20 smoke grenades
  • 25 military skiensuits

Listing B – Needed Ship Maintenance and Chores

The following is a list of tasks that need to be completed on the Venture.  Each task is listed with the number of work hours needed to complete the task.  The exact task list depends on the number of PCs with additional tasks being added for larger groups.

Required Tasks
  • Store crates brought up from Port Loren and get oriented to the Venture – 8 work hours
  • Inventory and store the former crew’s personal effects till they can be transshipped at Port Loren – 4 work hours.
  • Clean ship, must be done immediately to make up for it not being done in a while – 8 work hours
  • Maintain a clean ship (could be done automatically by robots if they are put back on line) – 2 work hours per day.
  • Finish maintenance on and reassemble 4 robots. Doing this will save on cleaning the ship and save 5 hours on stowing the rocket battery ammo – 10 work hours.
  • Pull, disarm, palletize, and stow old rocket battery ammo – 20 work hours.
  • Run diagnostic tests on all of the new HARM rocket battery ammo, fix technically issues with individual rockets, upgrade the gunnery programs for the Harm, load the rockets, and test the system – 40 work hours
  • Re-align all the targeting hard ware and software for all weapons mounts (a -3% deviation has crept into the targeting systems) – 10 work hours per weapon for 30 total.
  • Clean and check all of Venture’s small arm weaponry – 8 work hours

If 4 or more PCs add:

  • Environmental Breakdown on the crew deck- no running water or fresh air for this deck till fixed – 10 work hours
  • Leaky cargo bay doors – 10 work hours.

If 5 or more PCs add:

  • Micro meteor holes the ships and damages the radar total repair is 10 work hours
  • Nozzle indicator on the masking screen system reads red. Diagnose fault – 8 work hours. (It’s strictly a fault in the wiring.)

If the robots are brought back on line, they can assist with many of these tasks at the referee's discression as long as at least one PC is involved in the process.

Listing C – Contents of Venture's Small Arms Locker

The Venture's small arms locker contains the following items.  The contents are optimized for repelling boarders without damaging the ship.

  • 1 grenade rifle
  • 20 smoke grenades
  • 20 tangler grenades
  • 20 dose grenades
  • 3 Electro Stunners
  • 3 Needler rifles
  • 9 full Needler rifle clips
  • 2 laser rifles
  • 1 heavy laser
  • 2 power belt packs
  • 1 power backpack
  • 30 power clips (20 SEU)
  • 5 electric swords

Note: crew members are responsible for their own defenses and any weapons they desire beyond these.

Referee's Village Map and Legend

TownMap-Mooks1-600w.png [14]

The players map is on the back of the Port Loren map if you have the Star Frontiers Alpha Dawn boxed set or in the high-res download section.

Map Legend, Farming Outpost

The map above is designed for the referee's use.  It shows the starting positions of the pirates in the "Storm Breaking" Section as well as identifying numbers for the various buildings.  Basic descriptions of the buildings and locations are given below. Gray buildings are two stories.

#1 – Dormitory sectioned off internally for families to have privacy

#2 – Tool Shed

#3 – Grain sheds

#4 – Livestock pen

#5 – Dormitory sectioned off internally for families to have privacy

#6 – Communal kitchen and cafeteria

#7 – Barn with internal loft and second story doors opening south and north as well as an obscured floor hatch to a root cellar

#8 – The Common – an open field used for community events & meetings

#9 – Warehouse and storage

#10 – Food processing equipment and offices (videocom radio located here)

#11 – Workshop and power generator (petroleum fuel for generator)

#12 – Dormitory sectioned off internally for families to have privacy

NPC Profiles

Note: skills for the above NPCs are predicated on “A Skilled Frontier” Star Frontiersman [6] #9 and “Spacer Skills Revisited” Star Frontiersman [6]#10. The agricultural skill listed for Mim and Barlo is simply a catch all farming skill if there is a need for it

Captain Kleevor-face-150w.png [15]


Captain Kleevor CFM

Ifshnit Male  Age 80

STR/STA: 45/45 INT/LOG: 40/40

DEX/RS: 35/35 PER/LDR: 30/35

PS: +3, IM +4

Beam Weapons(3), Technician(4),

Computers(3), Starship Piloting(4),

Astrogation(3)

Kleevor started out as a cabin boy in the CFM and rose to ownership of his own ship. He’s faced the sathar and holds a reserve commission in the Rim Coalition’s Flight and the Venture can (though unlikely) be activated for merchant marine missions by the Flight and its treaty ally Space Fleet.

He’s loyal and protective of his crew and has a relaxed leadership style. One ritual he has is an almost daily meal with the whole crew to build a sense of family.  He takes seriously threats against his ship and crew and will respond with extreme prejudice.

Keyvan-face-150w.png [16]


Keyvan

Human male Age: 14

STR/STA: 20/25 INT/LOG: 40/40

DEX/RS: 35/35 PER/LDR: 30/30

PS: +1, IM +4

Robotics(1)

Robcom toolkit, vibro knife

Keyvan is a dreamer and robotics nut. His family has been wiped out by the Lucky Devil pirates leaving him just his older half sister. He’s impressionable and will likely become attached and overly helpful to the player characters.

Mim-face-150w.png [17]


Mim James

Human female Age: 28

STR/STA: 30/30 INT/LOG: 40/40

DEX/RS: 35/35 PER/LDR: 40/40

PS: +2, IM +4

Medic(1) Agriculture(1)

Med kit

Mim is the half-sister of Keyvan and the wife of Barlo James. She has the air of an old soul, seeming wise beyond her years. She’s committed to starting a family and founding a community on Lossend with Barlo.

Barlo-face-150w.png [18]


Barlo James

Human Male  Age 38

STR/STA: 20/25 INT/LOG: 40/40

DEX/RS: 35/35 PER/LDR: 50/50

PS: +1, IM +4

Melee(1), Agriculture(2), Projectile Weapons(1)

Vibro knife, magni-goggles

Barlo has dreamed of having a farm of his own since a youth. He’s gathered other like-minded men and women, obtained property rights to an old PGC mercenary base and scraped together a shoe string budget to found Barlo’s Post. 

Ramirez-face-150w.png [19]


Ramirez 

Human Male  Age 45

STR/STA: 50/50 INT/LOG: 35/40

DEX/RS: 60/40 PER/LDR: 45/45

PS: +3, IM +4

Beam(3), Computers(3), Technician(4),

Melee weapons(3), Starship piloting(3)

Skein suit, albedo screen, power belt, laser rifle, sonic sword, four 20 SEU clips

Ramirez is a tough, personable bandit. He’s been with the Lucky Devil pirates a short time having risen to command one of their ships in that time largely on the strength of his personality. He’s mindful of the need to continually prove himself to maintain his position. Failure here in Timeon could cause him to be replaced and he fears that possibility so he will act ruthless.


 


Source URL (modified on 08/09/2012 - 15:12): https://frontierexplorer.org/book/mooks-without-number-part-1

Links
[1] https://frontierexplorer.org/file/156
[2] http://www.starfrontiers.us/node/5640
[3] http://www.starfrontiers.us/node/3437
[4] http://www.starfrontiers.us
[5] https://frontierexplorer.org/file/152
[6] http://starfrontiersman.com
[7] https://frontierexplorer.org/file/153
[8] https://frontierexplorer.org/file/154
[9] https://frontierexplorer.org/file/155
[10] http://www.ultracorporatepixel.com/i-need-money-today
[11] https://frontierexplorer.org/file/157
[12] https://frontierexplorer.org/file/158
[13] https://frontierexplorer.org/file/160
[14] https://frontierexplorer.org/file/161
[15] https://frontierexplorer.org/file/162
[16] https://frontierexplorer.org/file/163
[17] https://frontierexplorer.org/file/164
[18] https://frontierexplorer.org/file/165
[19] https://frontierexplorer.org/file/166