E001 The Adventure Begins (takes 0 hours)
Due to bad luck and loan sharks, your financial situation is getting very desperate. Your small merchant starship never seems
to have a full cargo hold, but operating costs are high. Your cash is almost gone, and another payment is due to the sector
financiers. Maybe, just maybe, you can make ends meet if you look for illegal goods, and begin to take chances.
Consult R201B to determine your starting attributes, and your skills, for your new career as a Star Smuggler, then continue
reading here:
You have a sturdy and reliable Antelope class starship (R212) built to tech level 1 standards (R210) and outfitted with a Hopper
class ship’s boat (R214) and starship guns (R216A), both also tech level 1. The starship has six Hypercharges (R212B) and the
boat has 15 fuel units (FUs, R211). In addition, a stasis unit (R212E) is mounted in the pilot’s compartment with 2 CU capacity,
to protect the occupants in case of disaster. You personally own a utility suit (R213) and a sidearm (R216D), both of tech level
1. Your only money is in your pocket: 1d6 times 100, plus 150 Secs (for example, a 1d6 roll of "3" means 3x100, then +150, or 450
Secs, see R232A).
You have no crew or hirelings, no cargo, and no repair units. However, you do have proper papers and are not "wanted" in any
system (R228). This is the first day of the week, so you have 10 days until your next starship payment is due (R203E).
You are currently at the sole planet in the Regari system (R207A) of the Pavonis sector, at the spaceport (R205O). This
morning you decide to take up a life of smuggling. You check over your starship guns and personal sidearm, and prepare to
find profit through any means. See R203 for the activities available to you.
E002 Repossession Team (takes 1 hour)
A repossession team is in the area. Ignore this event (they’re after someone else!) unless you have defaulted on your loan
(R203E) and your starship is in this area. If they’re after you, the following occurs:
The team of six men surround the spaceship. One is a mobile attorney (E5, M0, H4) with repossession writs, two are heavy
gunners (E8, M6, H3) with explosive heavy hand weapons of tech 6, and three are bodyguards (E9, M2, H6) with tech 6 sidearms.
They are deployed for battle and in the first round open fire on the starship, one heavy hand gunner at the airlock, the other
at the cargo hold hatch, from dispersed range. They know their business, and will blast either open with any hit. They will then
try to board the ship and take control either of the engineering or pilot compartment (possible if they are the only persons in
either compartment). They will escort off the ship anyone who surrenders, but will attempt to kill anyone who fights them or
attempts to remain on board. If they succeed, they gain control of the ship, force all other persons off it with whatever they can
carry - you lose your starship.
E003 Armored Vehicles (takes 1 hour)
You are attacked by armored military vehicles, see R311. Determine tech level (R210) with table R235, and then roll 1d6 to
determine the exact composition of the force:
1-3 one vehicle and three infantrymen
4-5 two vehicles and four infantrymen
6 three vehicles and six infantrymen
Each infantryman is E6, M4, H3. Each vehicle has heavy armor, reducing hit results by two (that is, a single or double hit
becomes a miss, a triple hit becomes a single hit, etc.), and is armed with a boat gun (R230K). Each vehicle has a crew of three,
a driver, gunner, and commander (each E6, M3 with sidearms), who only leave the tank if it is disabled, and then will attempt to
flee. If you defeat the tank(s) but don’t destroy them, you can capture and repair them. A tank functions like a skimmer (R215C),
with the following variations: it takes up 45 CU space, has a capacity of 6 CU for crew and cargo, plus 6 CU of fuel, which it
consumes at the rate of 2 FU per day. It moves at half the speed of a skimmer, and therefore is slower than anything other than
walking on foot.
Private use of a tank is illegal in all systems, but having it in cargo (not in use) is allowed if weapons are allowed. If you use the
tank as a vehicle to enter any area, and are detected (R238) immediately see E018 if there are any military areas on the planet,
otherwise see E017, ignore normal detection events. If you are not detected, proceed normally. If you later get into any combat
and use the tank, you will become "wanted" in the system if any of your opponents escape the battle alive.
E004 Plague Carriers (takes rest of day)
You have come in contact with diseased people carrying the plague. For each person in your party roll 1d6:
1-3 no disease
4-6 contract the plague
Persons who catch the plague lose one Endurance point each day. A PS robot (R222C) cannot stop this, but a medic (R221F)
who rolls 5-6 on 1d6 can prevent it, and can treat anyone in the party but himself. To cure the plague once contracted, the
person must either survive one week of its effect or receive medical treatment (R231A). Once cured, normal RRR (R203C) or
medical treatment (R231A) is needed to regain lost endurance. Once you survive the plague, you are thereafter immune to it.
As long as anyone in your party has the plague, all those who don’t yet have it, and aren’t yet immune must check once a day
to see if they get the disease.
E005 Robot Caravan (takes 0 hours)
You see a caravan of robots, composed of one controller robot and 1d6+1 utility robots (R222B). Roll 1d6 to determine what
they are carrying:
1 nothing
2 3 FU per U-robot
3 3 RU per U-robot
4 3-LSU per U-robot
5 3 CU of luxury foodstuffs (base value 5 S per CU) per U-robot
6 3 CU of refined ore (base value 10 S per CU) per U-robot
You can ignore them, or you can disable the controller robot and capture the caravan (disabling is easily done, as the robot
can’t fight back!). (See R211 for FU, RU, etc.) If you disable the controller and capture it, the event takes 1 hour and roll 1d6:
1 E117
2 E017
3 E059
4 E117
5 E017
6 no effect
You can repair a disabled controller and reprogram it for your own use by a Starship Engineer using an RU. The controller is tech
5, costs 4 S per day to operate, and guides utility robots along a preplanned route using a radio and automatic alarm signals.
You can use it to move goods or food from area to area, but it, and any U-robots with it, will be lost if their entry is detected
and they are unaccompanied. A functioning controller robot can be sold at any Mining or Industrial area for base price of 300
S (takes 1 hour to do).