Pentapod's World of 2300AD This is an interesting adventure as it has some "red herring" overtones of the movie "Aliens", which I've found lets players scare themselves.  My thanks to Clare for granting permission for me to host it on my web site. - Kevin Clark - May 19th, 2002.

X-Wing Down

by Clare W. Hess


Copyright ©1992, 2002 Clare W. Hess.  All Rights Reserved.
Originally published in Challenge magazine #60.

TEXT entry by Terry Kuchta

HTML entry/layout/editing by Kevin Clark
( kevinc AT cnetech DOT com )
Please report errors to me.

http://www.geocities.com/pentapod2300/mag/xwngdown.htm


Disclaimer required by Far Future Enterprises: This item is not authorized or endorsed by Far Future Enterprises ( FFE) and is used without permission. The item is for personal use only. Any use of FFE's copyrighted material or trademarks in this file should not be viewed as a challenge to those copyrights or trademarks. In addition, this item cannot be republished or distributed without the consent of the author ( Clare W. Hess).

INTRODUCTION

We were supposed to escort these civilian troubleshooters to locate some survey team operating in safe territory just this side of the Hotback.  The Team had been overdue for days.  A few minutes before our X-wing was to reach the survey station, one of the troubleshooters spotted some wreckage in a clearing.

We found the survey team.  There were eight of them, all dead, and all with their ears missing -- a Kafer trademark.  Their ATV had a nice-sized hole in the side, and the interior was pretty well burned out.

About that time, Batson, one of my riflemen, opened up on the tree line.  I saw it too -- a Kafer ducking into the woods.  Malcolm blasted a line of fire across the Kafer's path while I called the others to get back to the X-wing.  Batson popped a fresh clip into his M-5 and lay dawn fire into the woods.  I yelled at him to get back, but a Kafer grenade hit him square in the chest.

I froze for a moment -- just long enough for a laser to hit me in the shoulder.  The shot vaporized a piece of my inertial armor, and my right arm went numb.  Someone hauled me inside, and the X-wing was off the ground.

I remember feeling dazed and hearing the voice of the pilot trying to call for help.  The craft had taken a couple of hits and wiped out the radio, and we were losing fuel.  All I could see was Earth spinning below us -- no, not Earth.  Earth was 50 light-years away.
 

BACKGROUND

This post-invasion 2300 AD adventure is based on a group of troubleshooters and American Marines who find themselves stranded in the midst of Kafer-occupied territory on Aurore.  The referee will need a copy of 2300 AD, and the Aurore Sourcebook is strongly recommended for information on animal life and environment.  Mission Arcturus and 3W's Operation Overlord are recommended if American Marine characters are used.  Challenge 39 and 42 also contain articles on American Marines.

The PCs are aboard an American Marine UX-10 X-wing transport to check a survey team that has not reported in for several days.  The UX-10 X-wing utility transport is designed to carry up to two crewmembers, plus 10 additional passengers.  On this mission, the craft carries a pilot, a four-man Marine fireteam, and a four-man trouble-shooter team.  One of the marines has been killed and another injured.  The marines may be played as NPCs while the PCs take the part of the troubleshooters.

The environment of Aurore is rather rough.  Storms are frequent and violent, but generally short.  In the vicinity of this adventure, roughly 900 kilometers south of the volcano Mt. Phaeton, seismic tremors are common, though most often too mild to cause damage or injury.  Communicators are of limited range due to atmospheric effects.  Only a direct microwave transmitter link can be used to reach the PCs' base.  The X-wing has such a unit.  The Auroren day is roughly 61 hours of daylight.  When the adventure begins, 12 hours of daylight remain.
 

TOUCHDOWN

The X-wing is hit by a Kafer anti-vehicle missile.  It has lost most stabilizer control and is losing power fast -- it will come down very soon.  The pilot should roll tasks to increase distance from the Kafers and to land safety.

Task: To increase distance from Kafers.  Difficult.  Determination or Aircraft Pilot.  Instant.
Referee: Non-repeatable.  Success results in the X-wing going down eight kilometers from the Kafers.  Failure indicates two kilometers from the Kafers.  Any mishap increases the difficulty of the task to land safety by one level.

Task: To land safely.  Difficult.  Aircraft Pilot.  Instant.
Referee: Non-repeatable.  Success results in the X-wing setting down without substantial injuries to passengers or crew.  On a failure, roll 1D10 for each character in the X-wing; on a 1-3, the character must roll to avoid injury.  If the "to land safely" task results in a mishap, roll 1D10; on a 1-6, the character must roll to avoid injury.

Task: To avoid injury.  Routine.  Unskilled.  Instant.
Referee: Non-repeatable.  Failure results in the character taking a DPV 0.6 blunt trauma hit to a random body location.  Armor will reduce damage.

Following the landing ( or crash as the case may be), the PCs may want to treat any injured characters, recover what equipment they can and determine their best chances for survival:

TREK

The Kafers who shot down the X-wing are in hot pursuit.  If the Kafers were vehicle-equipped -- which the X-wing's sensors would have detected -- they would arrive within minutes.  SSince the Kafers are actually on foot, they will systematically track down the PCs after reaching the X-wing.

The journey to the station is roughly 100 kilometers through rough terrain and will take about 20 hours.  Kafers travel at between four and nine kph -- roll 1D6+3 to determine their exact speed.  The PCs travel at the base rate of five kph over flat, open terrain.  Broken ground or forest reduces their travel rate by one-third.  The PCs can increase their rate of travel if they successfully perform the following task.

Task: To travel at double-time.  Difficult.  Endurance.  15 minutes ( Absolute).
Referee: Reduce difficulty by one level on the first attempt of the task or after a character has had time to rest.  A successful roll will allow the character to increase base travel time to 10 kph, covering up to 2.5 kilometers in the 15-minute duration of the task.
If one or more members of the group fail the task, those who succeeded may leave the slower characters behind or stay with them.  If they stay, they may save their task roll until the whole group is successful.  This should not be saved over night.
 

ENCOUNTERS

If a copy of Aurore Sourcebook is available, the referee may wish to create a region encounter pyramid as described in the 2300 AD rules.  Every four hours of game time, the referee makes a 1D10 encounter roll.  On a 1-2, a special encounter occurs, and the referee should consult the table below.  On a 3-10, roll again and consult the region's encounter pyramid.

If a copy of Aurore Sourcebook is not available, the referee should roll 1D10 every couple of hours of game time.  On an even suit, roll again and consult the Special Encounters Table.

Special Encounters Table

Roll Encounter
1 Bugbus tracks
2-5 Kafer tracks
6-7 Lost Kafer
8 Abandoned Bugbus
9 Corpse
10 Earth Tremor

Bugbus Tracks: The tracks of a Kafer Bugbus cross the PCs' path.  These tracks are several days old and don't lead anywhere of importance.  A routine Tracking task roll is required to determine the nature of the tracks.

Kafer Tracks: Like the Bugbus tracks, these are just included to let the PCs know that there are Kafers running around here.  A routine task roll by anyone with Tracking skill will determine at the tracks are several days old.

Lost Kafer: This Kafer got separated from its group a couple days ago.  It has been wandering around the area ever since.  With its situation being relatively dangerous, its intelligence level and awareness are higher than normal, though not at their peak.  It is equipped with a Thudgun with only one magazine.  It also carries a combat knife and a Meathook ( Kafer Sourcebook).

Abandoned Bugbus: The PCs stumble upon an empty Kafer Bugbus.  It appears undamaged, though an access plate to the drive mechanism is open.  Numerous parts are scattered around the ground -- some quite a distance from the Bugbus.  The vehicle contains no loose weapons or equipment except some empty containers and a single Kafer flashlight laser rifle with a pair of spent energy cells.  With the Aurore Kafers cut off from their supply ships, spare pans and ammunition are becoming increasingly harder for Kafers to come by.

Corpse: A human body is slumped over the trunk of a fallen tree.  The clothing indicates a colonist -- probably a hunter.  Nearby are some expended shotgun shells.  There are signs of laser burns in what is left of the clothing and on a couple of tree trunks.

Earth Tremor: A mild quake shakes the ground for a few moments, and causes no direct damage or injury.  It may, however, loosen a stone or two if the PCs are on a hillside.
 

STORM

As the PCs approach the hill on which the survey station is located, they may notice a rather sudden change in the sky above them.  Characters who are native to Aurore, or who have been on the world long enough, will recognize that a storm is brewing.  In the distant east, dark clouds form, and lightning can be seen.  The storm will hit the PCs' location in an hour.  When it does, it will begin with torrential rains and hail, then turn into a full-fledged lightning storm lasting for 2D6x10 minutes.  After this time, the storm will abate, but it will continue to rain for several hours.  During the storm, anyone in the open stands a chance of being struck by lightning.

If the PCs use binoculars or a Farseer, they may spot the Kafer advance group less than an hour behind -- about 3000 meters or so.
 

SURVEY STATION

Atop a large hill, partially hidden behind shrubs and rows of trees, is the blocky form of manned survey station Theta-2.  The station consists of a large main building, a small lab shack and a landing pad, all surrounded by a wire fence.  The fence has three gates -- two are personnel-sized, while the third is big enough to drive a large vehicle through.  All the gates are locked.  A task for picking the locks is given below.

Inside the fence are three large dogs.  They will probably be asleep inside the building when the PCs arrive.  They can be befriended if the PCs gain their trust.  If not, the dogs will be an annoying, if not dangerous, obstacle.

Outside the perimeter of the fence is a large water storage tower.  An antenna tower is mounted atop the larger of the two buildings.

Task: To pick a simple mechanical lock.  Formidable.  Dexterity and Security Systems.  1 minute.
Referee: This task requires a locksmith kit or some similar improvised tools.  A serious mishap results in jamming the lock so that it can not be picked at all.
 

MAIN BUILDING

To enter the main building, the PCs can try to pick the mechanical lock on one of the building's five outer doors or garage door; break a window, break down a door, pry open the access door on the roof, or enter through the doghouse.  Picking a lock is probably the most difficult and time-consuming method.  All other methods are simple and should not require a task roll.  Entry through the doghouse or the roof access door are the simplest and least destructive, but the PCs won't be aware of these entrances without thorough investigation.

Once inside, the PCs should find the inoperative vidcom terminals, plus equipment to prepare themselves for the Kafer attack.

Doghouse

Inside this large, wooden doghouse is a hole leading under the wall of the main building and into the storage room in building Module A.  The dogs use this entrance to got to the autofeeder and to guard the building's interior.

Module A

Personal Storage: This room contains mostly personal storage and recreational equipment.  The most noticeable item is a single Skyhopper jetpack.  Also located here is a treadmill, a ping-pong table, a bow and several arrows.

Kitchen: This is a typical kitchen.  It has no refrigerator because one is located in the food storage room across the hall.

Food Storage: This room is lined with shelves containing a variety of canned and dry foods.  In one corner is a large refrigerator-freezer unit, well-stocked with enough meat and other perishable foods to feed a dozen people for a month.

General Storage: This room is used for general storage of cleaning equipment, folding chairs, a ladder, replacement hardware and a box of basic construction tools.  In the outside corner of this room, a floor panel is missing, and a small hole there leads to the dog house outside.  Also here is a pad for the dogs to sleep on and an autofeeder which has two days supply of food remaining.

Mess/Rec Area: This is a large open room.  At one end is a billiard table.  Along one wall is a bookshelf surrounded by an arrangement of chairs, a large 2D video display for viewing pre-recorded videos, and another large bookshelf with more books and video recordings.  In the corner is a standard vidcom unit mounted on a stand with a chair in front.  Along the outer wall is a large bank of windows, with several tables and chairs.  Above this section of the room is a large clear skylight.

Like the vidcom unit in the admin office in Module B, the unit here is not functioning.

Module B

Located near the hall connecting Module B to Module A is a ceiling panel that opens onto the roof.  From here, a person can use a ladder or climb up to the top of Module C to get to the solar panel arrays or to the station's antenna tower.

Admin Office: This is a standard room, identical in layout to the double-occupancy quarters used by the station personnel, except for furnishings.  Located here is an office desk and chair, bookshelf, filing cabinet and DeskComp.  In the corner is a vidcom terminal hooked up to the microwave antenna on the roof.  This station is networked directly into a central dispatch facility located in Tanstaafl City.  Normally, help can be reached easily from here.  Unfortunately, the unit does not seem to be working.  Anyone familiar with vidcoms or anyone with Electronic 1 or higher can implement a self-test on the unit.  The test will reveal that the unit is working properly -- the problem is with the antenna mounted atop Module C.

A logbook on the desk of this office describes problems with the vidcom system.  Notes indicate that without a technician, the team couldn't determine the problem, so they decided to make a trip to the microwave relay station to call for assistance.  One of the team members, Langley, volunteered to fly there with his own Skyhopper, but he was not permitted to do so because of limited fuel and the danger of traveling alone.  Instead, the entire team made the journey in the ATV.

In another corner of this office is a locked closet containing three FC-70s, one Traylor Model 10 riot gun, two autoinjector guns, 50 autoinjector transmitter rounds, 100 riot gun rounds, 200 FC-70 rounds and 12 concealment grenades.

Personnel Quarters: These seven rooms are all essentially the same.  Each contains two beds in a bunk-style arrangement, two dressers, and a clothes rack.  In one corner of each room is a restroom shared by the adjacent quarters.

Located in the personnel quarters are books, photos, letters, clothes, and odds and ends.  In one of the rooms, the PCs will discover a necklace consisting of a cord with a pair of Kafer teeth hung on it.  Next to this are two more teeth waiting to be drilled and fitted onto the necklace.  In another room is a booklet called Skyhopping, which is basically instructions and introduction to the use of the Skyhopper jet pack located in the personal storage room in Module A.

Module C

This area consists of one large open room which is taller than any other room in the station.  The room is basically garage-like, with a large door in one end.  This is not actually used to house vehicles except for a small cargo mule/lifter that sits near the opposite end from the garage door.

Workshop Area: This area contains work benches, parts and tools for maintenance of the station's Explorer ATV.  Some of the tools include a basic toolkit, a full set of power hand tools, and vehicle maintenance and electronic repair tools.

Storage Area: Located here is a variety of survey equipment, all packed in rugged shipping containers.  Items include a basecamp security sensor, three remote meteorological stations, two sampling kits, a couple of large lifeform detectors, portacomp, complete fuel station, lightweight automed, shotgun microphone with recorder/playback unit, imager and box of 50 recording chips, biomonitor, case of 24 boxes of six flares each, water purifier, two climbing kits, two sets of excavating tools, four medkits, and three hand communicators.

Behind the boxes of survey equipment is a large bank of storage batteries which contain enough charge to power the station at normal levels for one full night ( 31 hours).  Next to this is the station's waste storage tank/processor.  At the very back wall are several bottles of hydrogen fuel which are stored for use by the ATV and cargo mule.

Parked in front of this bank of fuel canisters is a cargo mule/lifter, a variant of the cargo mule which includes a fork-lift arrangement for loading and moving heavy materials.

Antenna Tower: Located atop the building is a tower upon which the station's microwave antenna is located.  The tower is a tall, thin cone with a set of rungs going up opposite sides.  A removable panel located at the base of the tower provides access to its cramped interior.  The interior of the tower contains sets of cables going up to the antenna and also down into the roof of Module C.  Transmission equipment sits up against a wall.  A person with any Electronics skill can determine that the unit is not functional.  Locating the problem is a task, as is repairing the unit.

Task: To diagnose transmitter problem.  Routine.  Electronics.  2 minutes.
Referee: Electronics tools required.

Task: To repair the transmitter.  Routine.  Electronics.  2 minutes.
Referee: Electronic tools required.  Mishap results in minor damage to transmitter that causes loss of sound or picture quality, static or some other non-critical damage.

Lab Shack

Specimen Storage: There are four rooms designed to house captured animal specimens.  Each room is equipped with three storage lockers within which the live animals are kept and monitored.  All are empty.

Bio Lab: There are two rooms equipped for the close examination of plant and animal specimens.  Each contains a specimen locker, examination/operating table, lab desk with microscope, DeskComp, specimen jars, and tools for biological study.  While neither room contains any live animals, there are various specimen parts in clear containers.

Plant Lab: This room is automatically environmentally controlled and contains rows of large, clear plastic boxes containing various forms of small plants.
 

GETTING HELP

Once the tower-mounted antenna is repaired, the PCs may call for help using one of the two vidcom units located inside the station.  When they do, another X-wing will be dispatched from their base of operations to pick them up.  At a maximum speed of 600 kph, the craft should arrive in about an hour and a half.  A strike fighter may be available at the referee's discretion.  It would take about 30 minutes to prepare and an hour to travel to the station.

By the time the group manages to call for help, the weather situation will be bad.  The storm will probably have hit or will hit soon.  Anyone working on the roof of the station will be in danger of being struck by lightning.

By now, the Kafers will have reached the base of the hill and should arrive at the station in less than an hour.  The PCs may abandon the station and hope that the Kafers don't track them, or they may make a stand and use the available equipment to fend off a Kafer attack.  There are three problems with running -- there is nowhere to run to, the X-wing will need to locate the group, and the weather is worsening.  If the PCs decide to make a stand, they'll need to make defense preparations.  They may consider sending someone out to harass and slow the Kafer advance or try to channel the Kafers into defense zones.
 

KAFER ATTACK

The Kafers are experienced and smart.  They will use fire and maneuver tactics, and will set up diversionary attacks.  They are also bold and unafraid of making a frontal assault should it become necessary.  The Kafers will make as much use as possible of the storm, which will reduce visibility and allow them to get close to the survey station.  This is only to their advantage, as they don't want to waste their limited ammunition.  They'll try to get close enough to make a grenade attack on the wall and then assault hand-to-hand and with melee weapons.

Some time during the Kafer attack, the X-wing ( and possibly the strike fighter) should arrive.  When the craft is within a few minutes of the survey station, the PCs will be able to talk with the pilot by standard hand communicator.  The X-wing should arrive with guns blazing -- the door gunners laying down plasma gunfire on the Kafer positions.  This won't eliminate the Kafers but should keep their heads down long enough for the X-wing to pick up the PCs.
 

TROUBLESHOOTERS

The troubleshooters are being paid by Freeman Corporation as field agents.  The corporation, in turn, is paid by the Tanstaafl government to collect and analyze various forms of survey data on Aurore.  The corporation operates dozens of survey stations across the southern continent, and maintains two survey satellites and one surveillance satellite.  Prior to the Kafer invasion, Freeman also had two navigation satellites, but they were destroyed by, Kafer warships and are scheduled to be replaced.

Troubleshooters commonly operate with marine units in and around Tanstaafl.  While they are civilians, they officially possess assumed ranks equal to commissioned officers.  This means they can technically give orders to any member of the marine fireteam, but the fireteam members won't get into a whole lot of trouble if they don't listen.

The bulk of the troubleshooters' equipment is located back at the base.  However each troubleshooter may have whatever he can carry on his person or in a backpack.
 

MARINE INFANTRY TEAM

The American Marine characters have only their standard gear, plus whatever personal items they might carry in their pockets.  An occasional nonstandard issue item may also be allowed at the discretion of the referee.

Equipment includes: three sets of inertial armor, one Quinn-Darlan Mk 2-A2 PGMP and bandoleer with 20 rounds, two M-5 rifles with four clips each, six 30mm concealment grenades, six 30mm fragmentation grenades, one Traylor M-57 pistol with two magazines ( used by the plasma gunner), three helmets with built-in communicators ( equivalent of hand communicators), one inertial compass.
 

KAFERS

The Kafers are divided into three main groups.  The main tactic of this three-part force is fort he leader to assign a target to his groups -- in this case, the PCs.  The first grroup harasses and engages the target; the second group closes in to finish the job; and the third group provides the artillery, should the first two groups be ineffective.  The Kafers will fight because it is in their nature and because their leader is determined.  The Kafers understand psychological warfare and will bring along bodies or heads of any killed members of the PCs' group.  They will probably try to force the PCs' hand by whatever means they can.  They will also use the bodies of their own dead as decoys, cover or whatever else they can think of.

All Kafers carry a standard Kafer knife and food sack, and wear a combat harness, usually decorated with a couple of human ears.  Most also carry a meathook, and one or more human-made souvenirs.  All concealment grenades are human-made, acquired during raids.

Kafer Group 1: The lead group is a team of three Kafers operating as snipers and skirmishers.  They are lightly equipped and are among the smartest of the Kafer force.  They will attempt to move quickly, tracking the PC group and trying to eliminate them before the second Kafer group arrives.

Kafer Group 2: A Kafer leader and 12 soldiers, most armed with ammo-less thudguns they use as clubs.  This group is made up of the slowest-witted Kafers.  The Kafer leader does his best to keep driving this group no more than 20 minutes behind the sniper/skirmisher team.

Kafer Group 3: Twelve Kafers plus a leader.  They are well equipped and relatively smart.  They travel roughly an hour behind the other groups.

- C.W. Hess

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Last Update: 2002 May 19
First Online: 2002 May 19
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