Basically Speaking

A Star Frontiers/Alpha Dawn Basic Rules game in a Knight Hawks setting

The characters will serve as boarding party members aboard the CMS Falcon, an assault scout that serves under the Clarion Royal Marines in the White Light system. This game will Parallel the events in SF/KH:0 "Warriors of White Light" although the scenarios will be entirely different.


Game will be played live here: http://starfrontiers.us/node/1927

Character submissions here: http://starfrontiers.us/node/1926



CMS Falcon docked at Clarion Station

BS Player Character records

This is where the player characters will be documented

Danyon Fenn (Shing)

Danyon Fenn

Basic Information

Race:
Human
Gender:
Male
Age:
21years
Handedness:
Right
Height:
6'
Weight:
185lbs

Ability Scores

STR/STA:
50/50
DEX/RS:
65/65
INT/LOG:
50/50
PER/LDR:
55/55
Initiative Modifier:
+7
Punching Score:
+3
Ranged Weapons:
33%
Melee Weapons:
32%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 5 kph

Racial Abilities

none

Skills

Primary Skill Area:
Military

Background

Danyon joined the Clarion Royal Guard at 18 years of age as his father did and so on and so forth. He spent 2 years being as good a soldier as he could, but grew rather unimpressed with the lack of 'action'. The older soldiers would talk of old glory days and for the most part, they were talking over a hundred years in the past, so who's glory was it?

When the chance came to go on a year long exchange with the UPF, he leapt at it. In that year he trained and took part in numerous infiltrations, attacks on pirate bases, and boarding actions. Finally he had the chance to see what a soldier's life could be.

On returning to Clarion, Danyon tried to change the training system to be more interesting and "realistic", while some did get into his ideas, most just went back to the stories. Completely disillusioned with the Royal Guard, he applied for and was given a transfer to the Royal Marines.

At his heart Danyon is loyal to Clarion and the King, but he can display inappropriate attitudes towards the Royal Guard. He has been heard to call them "Holographic Soldiers", they look nice, but they can't really do anything.

Equipment

"Fenn's Equipment Pack"
Chronograph/Communicator
Coveralls (off duty dress)
2 x First Aid Pak
ID Card
Pocket Tool
Survival Rations (5 days of food, water and water puri-tabs)
Rope (30m)
Gas Mask

Weapons
Gyrojet Rifle
5 x Jet Clips

Laser Pistol
2 x Powerpacks

Stun Stick
1 x Powerpack

2 x Doze Grenade
2 x Tangler Grenade
2 x Solvaway

Suit/Screen
Skeinsuit

Cr: 448

Gret Korg (Doc Fishbone)

Gret Korg

Basic Information

Race:
Yazirian
Gender:
Male
Age:
25years
Handedness:
Right
Height:
5'9"
Weight:
130#

Ability Scores

STR/STA:
40/40
DEX/RS:
70/70
INT/LOG:
75/75
PER/LDR:
55/55
Initiative Modifier:
+7
Punching Score:
+2
Ranged Weapons:
35%
Melee Weapons:
35%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 4 kph

Racial Abilities

Battle Rage:5%.
Night Vision: But -15 to all actions in full light.
Gliding: Can glide 1m forward for each 1m dropped.

Skills

Primary Skill Area:
Military

Background

Growing up on Drammune Gret never fit in with his human and Vrusk neighbors. Prone to fits of anger he was expelled from school many times. When his father and mother died in a tragic hover car accident,he lost the only people he was ever really comfortable with and the only link he had on Drammune to his Yazarian heiratage. Gret found a new family in the "Black Wings" hoverbike "club" (of course they refer to themselves as "Hover Biking enthusiasts"). With in this type of society he found outlets for his rage and a sense of belonging. This too was short lived as the club was broken after a incident with Star Law rangers. Fast feet, gliding and the annonimity of youth kept him from prison like most of his fellow riders. Stealing the bike he rides now a Streel Corp "Tomar Iron Horse" he went on the run for a year. Running was the only option he could see until his need for family sent him looking to the military. Gret has always wanted to be the good guy but temper and circumstances have never been his alies.

Equipment

Stoakley "razor blade" sunglasses
Vibroknife
Laser Pistol
4 SEU Packs
Standard Equipment Pack
Hover Bike (custom paint, and "Ape Hangers")

Johann Schmidt (jaguar451)

Actual record stored here" http://starfrontiers.us/node/1933

Johann Schmidt

Basic Information

Race:
Human
Gender:
Male
Age:
21years
Handedness:
Right
Height:
1.8
Weight:
83

Ability Scores

STR/STA:
45/45
DEX/RS:
55/55
INT/LOG:
65/65
PER/LDR:
35/35
Initiative Modifier:
+6
Punching Score:
+3
Ranged Weapons:
28%
Melee Weapons:
27%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 5 kph

Racial Abilities

none

Skills

Primary Skill Area:
Biosocial

Background

A former EMT dirtside, got into a bit of trouble, and, well, always did want to see the 'verse....

(For basic game, so no skills. Standard Equipment pack + 2,000cr. Slightly expanded equipment list in game being played.)

Equipment

Albedo Suit
Laser Pistol
Stunstick
Laser Powerpack (x10)
Automatic Pistol
Bulletclip (x8)

Doze Grenade (x2)
Tangler Grenade (x2)

Standard Equipment Pack
(chronocom, coveralls, ID, first aid pack w 1 stimdose & 1 staydose, pocket tool, survival rations)
Extra First Aid Pack (x2)
Gas Mask
Solvaway (x2)
Rations (5 days)
Water (5 days)

210 Credits

Slade Lockjaw (w00t)

Slade Lockjaw

Basic Information

Race:
Human
Gender:
Male
Age:
35years
Handedness:
Right
Height:
85
Weight:
1.4

Ability Scores

STR/STA:
48/48
DEX/RS:
65/65
INT/LOG:
50/50
PER/LDR:
40/40
Initiative Modifier:
+7
Punching Score:
+3
Ranged Weapons:
33%
Melee Weapons:
32%

Movement

Walking: 10 m/turn
Running: 30 m/turn
Hourly: 5 kph

Racial Abilities

none

Skills

Primary Skill Area:
Military

Background

"My name? Slade, but you can call me Mr. Lockjaw. My speciality is boarding ships and kick'in your John Brown's all over the space."

Slade is tough. Able to hurtle news papers and pencils with incredible speed and accuracy he was once was know on a Dral home-world as "The Pin Cushion".

Don't mess with Slade or he'll mess you up.
That's why Slade was hired. Big Bad and Get the Job Done Type.

Equipment

Weapons:
  • Stunstick: 3d10 or stun
    48 to hit
  • Auto Pistol: 6d10, 1 shot per turn or burst
    65 to hit
    5/15/30/60/150
  • Laser Rifle: 6d10, 1 shot per turn
    65 to hit
    10/40/100/200/400
  • Doze Grenade x3
    65 to hit
  • Tangler Gernade x3
    65 to hit
Ammunition:
  • Three powerpacks (each holds 20SEU)
  • Four bulletclips
Defenses:
  • Skeinsuit, Military: absorbs 1/2 damage from ballistic/inertia attacks.
  • Anti-shock Implant (defense against electrical stun/shock effects)
  • Albedo Screen w/ power beltpack
Miscellaneous:
  • Gas Mask
  • 2 Solvaway (for tangler threads)
  • Standard Equipment Pack:
    • Chronocom
    • Coveralls or uniform with many pouches/pockets
    • First Aid Pack with bandages, antiseptic, etc.
    • ID Card
    • Pocket Flashlight
    • Pocket Tool
    • Staydose
    • Stimdose
    • Sungoggles
    • Survival Rations (5 days)
    • Water Pack (5 days)
XP:
Part One: Inspection Duty
Mission 1: Kidnappers!
Mission 2: S.O.S.
- Slade received 3XP for his services on which he spent on STR/STA and was promoted to Corporal
Mission 3: The Sting
-
Waiting for XP from SS, 1000Cr
CREDS:
Mission 1: Kidnappers! - 1283
Mission 2: S.O.S. - 3000
Mission 3: The Sting - 0
TOTAL : 2958

EVENTS UNTIL NOW

Refer to: Mission 1: Kidnappers! Game Summary 11/15 (a document page from the Online Star Frontiers Games project).
Refer to: Mission 2: S.O.S. (game summary 11/29) (a document page from the Online Star Frontiers Games project).
Refer to: Mission Three: the Sting (a document page from the Online Star Frontiers Games project).




[quick edit]

Tichat-ka (CleanCutRogue)

Full Record stored here: http://starfrontiers.us/node/1946

Tichat-ka

Basic Information

Race:
Vrusk
Gender:
Male
Age:
52years
Handedness:
N/A
Height:
1.5m x 1.5m
Weight:
83kg

Ability Scores

STR/STA:
45/45
DEX/RS:
65/65
INT/LOG:
45/45
PER/LDR:
50/50
Initiative Modifier:
+7
Punching Score:
+3
Ranged Weapons:
33%
Melee Weapons:
32%

Movement

Walking: 15 m/turn
Running: 35 m/turn
Hourly: 6 kph

Racial Abilities

Comprehension:15%.
Ambidextrous: Can use either hand equally well.

Skills

Primary Skill Area:
Technological

Background

Tichat-ka is one strange bug. 

He only wears black, and thinks he's jinxed if he doesn't.  He is riddled with the need to organize everything around him.  Despite all this, he's not a control freak.  If not allowed to clean or organize, he doesn't demand it he simply acts mousy and uncomfortable in the disorganization.

Tichat-ka is quite fond of adventure.  To him, seeking out the unknown and understanding it is a form of organizing the universe - something he thinks is quite necessary.

Few people understand how Tichat-ka thinks, but few can argue with the results he produces.  He's an excellent troubleshooter who seeks out new uses for skills that others wouldn't find uses for.  He seems to understand things even when they are impossible to grasp.  But when faced with something that is very simple, he tilts his head and clicks his mandibles in consternation - searching for the hidden complexity that he KNOWS is there.  Eventually he finds it, or else it bothers him all day.

Born on a starship, Tichat-ka isn't sure who his father is.  Could be any number of folks.  But everyone treated him like a son anyway.  He was babied a bit too long, and still looks for the comfort of a maternal figure when he's upset.  He wears his heart on his sleeve.

Tichat-ka has a number of other strange compulsive needs - but they are impossible to list here.  Observing his unusual activities typically clues someone in to the fact that he's a little off.  But he's crazy in a way that yields insightful truths and unfathomable theories.  He's crazy in a way that people sometimes need to be in order to turn abysmal defeat into surprising victory.

Some folks say it's all an act - to make people take pause and reconsider his actions.  Some say it's us who apply the theories and results to his odd behavior and are fooled into seeing his insanity as genius.  Whatever the case, it's best not to try to change his ways... just make sure your bet is with whatever side includes this odd being.

Tichat-ka is one strange bug. 

Equipment

NOTE: This character was made in accordance with rules provided for the online game found here.

Weapons:
  • Stunstick: 3d10 or stun, SEU remaining: 20
  • Two Gyrojet Pistols: 4d10+5 per hit, 1 shot per turn, ammo: 10

Ammunition:
  • Two spare powerpacks (each holds 20SEU)
  • Two spare jetclips (10 shots each)

Defenses:
  • Skeinsuit: absorbs 1/2 damage from ballistic/inertia attacks.  Hits: 20
  • Anti-shock Implant (defense against electrical stun/shock effects)

Miscellaneous:

  • Survival Rations: days remaining: 10
  • Water Pack: days remaining: 10
  • Gas Mask
  • 2 Solvaway (for tangler threads)
  • Standard Equipment Pack:
    • Chronocom
    • Coveralls or uniform with many pouches/pockets
    • Doze Grenade
    • First Aid Pack with bandages, antiseptic, etc.
    • ID Card
    • Pocket Flashlight
    • Pocket Tool
    • Staydose
    • Stimdose
    • Sungoggles
    • Survival Rations (5 days)

110 Credits

Expanded Basic Equipment List/Descriptions

Revised Basic Equipment List Price/Mass**

Weapons
Laser Pistol (4d10 damage per shot)   600Cr/1kg
Laser Rifle (6d10 damage per shot)     800Cr/3kg
StunGun (STA or be stunned, PB/S pistol range only)  500Cr/1kg
Laser Powerpack(20 charges)    20Cr/0.2kg

Gyrojet Pistol (4d10+5 per hit)   200Cr/1kg
Gyrojet Rifle (6d10+5 per hit)  300Cr/4kg
Grenade Rifle (per grenade)  700Cr/4kg
Jetclip (10 rounds, interchangeable)  15Cr/0.2kg
Grenade Bullet 3Cr/0.2kg

Automatic Pistol (2d10 per hit {2 shots/round} or 6d10 burst/5 targets)  200Cr/2kg
Automatic Rifle (3d10 per hit {2 shots/round} or 8d10 burst/5 targets)  300Cr/4kg
Light Machine Gun (10d10 burst/5 targets)  1000Cr/10kg***
Bulletclip (20 rounds, interchangeable) 10Cr/0.2kg
Machine Gun Belt (100 rounds)  25/2kg

Vibroknife (2d10, uses laser powerpack)  25Cr/1kg
Stunstick (3d10 or stun, uses laser powerpack)  75Cr/1kg
Electric Sword (4d10 or stun, uses laser powerpack)  150Cr/2kg

Doze Grenade  10Cr/0.2kg
Frag Grenade (8d10)  20Cr/0.2kg
Tangler Grenade  25Cr/0.2kg

Armor/Defenses
Skeinsuit  (armor vs ballistic attacks, absorbs 1/2 damage for 20 hits) 300Cr/1kg
Albedo Suit (armor vs laser attacks, absorbs 10 hits) 500Cr/1kg
Inertia Screen (as skeinsuit, 50 hits, 1 hit/charge)  2000Cr/1kg
Albedo Screen (as suit, 25 hits, 1hit/2 charges)  2000Cr/1kg
Screen PowerBeltPack (50 charges)  50Cr/1kg
AntiShock Implant (defense vs electric stun attacks) 1000Cr/--

Miscellaneous Equipment
First Aid Pack refill 20Cr
Freeze Field  (preserves <0 STA person) 2000Cr/5kg
Gas Mask  5Cr
IR Goggles 300Cr
IR Jammer (uses powerbeltpack) 500Cr/1kg
Magnigoggles  200Cr
Rifle Scope (reduces range by one) 150Cr
Rope, 30m  2Cr
Solvaway (for tangler threads) 10Cr
SpaceSuit  1000Cr/20kg (does not apply in 0G)
   Anchor w/100m cable  50Cr
   Armor (half damage from all attacks)  1000Cr/10kg (does not apply in 0G)
   Emergency Life Support Refill  500Cr/5kg (does not apply in 0G)
   Emergency Patches (2)  50Cr/--  
   Magnetic Boots  100Cr/1kg   
   Emergency Life Support Refill  500Cr/5kg (does not apply in 0G)
   Emergency Patches (2)  50Cr/--  
   Rocket Pack (no fuel)  2000Cr/20kg (does not apply in 0G)
   Rocket Pack Fuel (50 bursts)  50Cr/5kg (does not apply in 0G)
Survival Rations 1Cr/Day
Tornadium D-19  (5d10) 50Cr/50g charge
Variable Timer/Detonator  5Cr
Water Pack  1Cr/Day  1kg/day

ToolKits
Med Kit (+10STA for healing, 20 uses)  500Cr/5kg
EnviroKit (+5 resolution)  500Cr/5kg
TechKit (+5 resolution)  500Cr/5kg
RobComKit (+5 resolution)  500Cr/5kg

Misc.
Hospital Healing 1Cr/point
Monorail 1Cr/Day
Ground/HoverCar 4000Cr (Rental = 10Cr/Day)
Ground/Hovercycle 1000Cr (Rental = 5Cr/Day)
______________________________________________________________________________________

   * Laser & Gyrojet weapons may be fired once per turn. Automatic weapons may be fired twice per turn, or one ten-round burst per turn.
All pistol ranges are as follows: Point Blank:0-5m, Short:6-20m, Medium:21-50, Long: 51-100, Extreme:101-200.
All rifle ranges are  as follows: Point Blank:0-10m, Short:11-40m, Medium:41-100, Long: 101-200, Extreme:201-400.
Gyrojet Weapons do not employ a point blank modifier, consider any PB ranges as short range (i.e. a gyrojet pistol would have a short range of 0-20m)

** A character may carry his or her ½STR in mass (kg) without penalty. Going over results in half normal movement rates for up to full STR in mass (i.e. a STR:50 character can carry 25kg with no penalty, maximum 50kg).

*** Lt Machine Gun requires bipod mount (included), but can be hip-fired at -10 to hit if STR>45, -20 for STR<45

Game Synopsis

Characters have enlisted into the Clarion Royal Marines, the local space militia centered in the White Light system. Once they completed basic training and were found eleigible to serve, they were immediately assigned as midshipmaen serving as the boarding party to the CMS Falcon, one of three assault scouts serving the Clarion Royal Marines. Other craft include their flagship, a frigate, along with several other support craft such as an escort frgate and several courier vessels. All CMS (Clarion Marine Ship) vessels are stationed at Clarion Station. Complimenting them is the 20th Star Fighter Corps tactical fighter group, an assemblage of 18 fighter craft (three 6-unit squadrons) that operate under both UPF and Clarion charters. These fighters are stationed at Fortress Redoubt.

Anyone requiring a full background of the Clarion Royal Marines should read through the first few pages of the SF/KH:0 module "Warriors of White Light", as wel as the system brief on p.8. THis can also be found online at http://www.starfrontiers.com/modules/ (you can read the whole thing if you like, nothing in the play portion will be portrayed nor affect this game).

Part Two - Station Duty

Wheeling majestically through space, hundreds of kilometers above the planet's surface, is Clarion Station, home to the militia ships of the Royal Marines. A starship arrives at Clarion Station about once every 100 to 200 minutes. Shuttles leave for the planet even more frequently. This heavy traffic brings thousands of characters of all four races through the station, so huge crowds can be seen mingling about on the business deck at all hours. A typical day sees hundreds of beings going about their business with frantic haste during all hours.

All of the major corporations in the Frontier have offices at Clarion Station. Agents for these companies can be encountered throughout the business deck. Independent freighter owners and pilots are also common, searching for cargos or buyers. As such, some semblence of security and order is required and does not fall under the immediate jurisdiction of Star Law. To this end, the Royal Marines are partially in charge of station security. Although the characters directly responsible for this police work are in a separate branch of the service (the Royal Guard), all Royal Marines in the area can be called in to help when trouble breaks out. Many of the Royal Marines' leisure hours will be spent on the business deck of Clarion Station. If the need arises, they can be called into action for any station emergency situations as they arise.

Mission Three: the Sting

Following the capture of the SS Packhound and her hidden load of Ixiol, the Marines decide to find out who the buyer of this shipment is. The survivng crew members offered nothing, choosing to recieve their full sentences rather than snitching. Not a problem, surely someone on Clarion Station is expecting a load of skimmers with a small package under the passenger seat of each vehicle.

Fortunately, someone was expecting the load. Royal Guards onthe station were able to pick up the suspected buyer in short order, before the Falcon was able to make berth. You were all hoping to become a part of this investigation, but all hopes of a deep cover operation are not out the airlock. The Clarion Royal Marines have a second mission waiting for just such an eager group.

While the Royal Marines are entrusted with protecting all of Clarion's citizens, members of the Clarion Liberation Party have historically shown more aggression toward the government than outside forces. The current monarchy allows for their existence, however they do not tolerate criminal acts against Clarion rule from anyone, regardless of political party. The recent deiscovery of Streel provided weaponry aboard the SS Dark Shadow indicates that the buyer was a member of the Liberation Party. The identity of this buyer was not discovered as the Dark Shadow crew did not know themselves (they claim neither side knew of each other, and that they had a different contact each time they visited), however in an effort to plea leniency in their court case they did manage to divulge the password that was to be used to establish the meeting.

Since news of the Dark Shadow capture (enacted by the sister ship CMS Osprey) had not been released to the general public yet, the Clarion Royal Marines have decided to run a sting operation to locate the arms suppier who is expecting that shipment. Once this weapon traffiker is discovered, the rest of the network shouldn't be too dificult to locate. To this end, the Royal Marines have enlisted the assistance of a civilian craft that is approaching Clarion Station. The Falcon's boarding party will be rushed immediately to join them, posing as the gun runners once the ship makes berth. The Royal Marines will supply several of the recovered robots along with their concealed cargo of handguns (with the firing mechanisms removed). They will also supply a portable computer that lists all the phony robot information recovered from the Dark Shadow, and inside a secret compartment of said computer will be a functional laser pistol with a powerpack drained to 2 charges that is to be used as a "test model" for the suspected buyer. An audio recording device is also concealed within the computer, which will be used to gather further evidence against this arms buyer.


The boarding party is now acting as crew members aboard the SS Laconian Duster, a small Class:V freighter. You have been issued civilian skeinsuits and stunguns that can be concealed, along with a stunstick that can either be concealed or worn visibly. You have a spare powerpack in addition to the ones loaded in each weapon. Once docked, you are to proceed to the commercial decks and visit all the popular hangouts with the portable computer. The password you are to use for engaging in conversation is "Tachton Industry robots are spacedust compared to the line-up of maintenance bots I have to offer." The buyer's password is "You must be pulling my arms." Royal Marines figure the buyer to be a dralasite in order for that pun to work.

Once you acquire the target, he is to be lured back to the Laconian Duster in order to complete the transaction (where several of the mock robots will be stored alongside scores of standard 'bots in the Duster's hold). Once the transaction is completed, you are to signal the Marines with your chronocom and they will converge onthe Duster to capture the buyer(s). The Duster's hold will be in a vaccuum, so all persons will be required to don spacesuits when inside.

Players may begin their search int he Spacer's Bar & Grill aboard Clarion Station, or start going door to door in the commercial shops section.


(players will use the "commercial deck" space station map along with the small freighter deckplans from Warriors of White Light)

Sub-Mission 1: Rogue Scout Ship!

Parliament ChairLady Valerie Liabon has been missing for several days now, having apparently vanished without a trace. The Royal Guard has been investigating her disappearance on the planet's surface to no avail, not finding a single clue that points toward any suspects.

You heard about this during your tenure at Clarion Station orbitting high above. Clarion Flight Control has contacted you concerning a rogue scout ship that has berthed, apparently it somehow missed any cargo inspections from militia ships as it appears to have no record entering the system. The SS Vigilant has been holed up in Clarion Station's docking bay, surrounded by Royal Guards and the bay doors closed to prevent escape. However, the scout's twin laser bateries could still permit an unauthorized escape attempt, so time is of the essence. The Vigilant's active refusal to cooperate may be somehow connected to the Parliament ChairLady's disappearance, so far it's the only lead that the Royal Guard can come up with.


The Vigilant's crew has been hostile with Flight Control's numerous requests for cargo inspections, not permitting anyone access to within. The CMS Falcon's boarding party has developed a reputation in the short time they have been active when it comes to such operations, so you have been called to action. You have assembled in the low grav section of the station hub, specifically at docking bay 09. A ladderwell/airlock in the center of the chamber leads up to the scout's main airlock, and an airlock on the far wall leads out into the actual docking bay where the scout is berthed. The bay is currently sealed and pressurized, but that could change at a moment's notice if the Vigilant fires her guns to effect an escape.

It's a stand-off. No doubt a standard entry can be anticipated by the Vigilant's crew if you elect to access the craft via the ladderwell. And despite the availability of spacesuits and a laser powertorch, any exterior attempts will no doubt be seen and thereby allow a suitable reaction. You must decide the best way to gain entry and swiftly take charge of the investigation within. Clarion Royal Marines have provided you with typical deckplans of a standard scout ship layout so that you may prepare yourselves:
http://www.f4fbbs.com/StarFrontiers/scout.jpg

Part One: Inspection Duty


Assignment One: Cargo Inspection

The CMS Falcon, like her other two sister ships, serves as a secondary role in the field of "revenue cutting"...meaning their job is to access inbound craft cargo/passenger manifests to ensure their legitimacy as well as defining any values associated with incoming goods in order to establish the taxation parameters.

As such, boarding party members are required to check the passenger and/or cargo manifest as presented in the ship's computer and compare that list to the actual passengers and/or items in the hold. This search is usually quite thorough, checking the travelling records of each passenger and the contents of any inbound containers. Characters are reminded to be courteous to passengers and crew, as you are ambassadors to Clarion and as such you are usually their first contact with the world.

Any suspicious passengers or cargo should immediately be reported to your Commanding Officer (in this case Lt. Vincent Shirrah, the Falcon's pilot). The C.O. will ultimately decide how to handle the situation and give you further instructions.

As characters have learned during their training course, Clarion charges a tax on all imported goods. This tarrif is the source of most of the government's income, and while higher than other worlds, most citizens support the tax as it keeps other taxes low (or non-existant). To this end a few unscrupulous freighter owners try to avoid inspections or claim a cheaper cargo than what is actually carried in order to maximize their profits. For the most part, ship operators don't mind the tax as the market is always lucrative in Clarion and they usually have no problem offloading their goods for a profit despite the tax.


Even more important is the location and confiscation of illegal cargo. A number of items cannot be legally imported into Clarion,and cargo search teams should be especially watchful for these things. The Contraband Cargo Chart lists these prohibited items, and the penalty for importing each.


CONTRABAND CARGO CHART


Cargo TypePenalty for Importing

Personal Weapons*20 years to life in prison
Heavy WeaponsDeath by vacuum
Streel Corp property**10 to 20 years in prison
Raw Uranjum5 to 10 years in prison
Sathar or Sathar AgentsDeath by vacuum
Addictive Drugs10 to 20 years in prison

* This refers to cargo only; the crew's personal weapons are allowed.


** Ships operating under Streel Corp. Charters can enter the systern and dock at the space station, but their cargos cannot be unloaded into the station or shuttled to the surface


You have been patroling the space lanes for several weeks now without incident, cutting your teeth in policies and procedures. Your next call is the inspection of an inbound Class:V freight hauler, the SS Dark Shadow. The freighter making its fifth recorded visit to Clarion from the Prenglar system, and today's manifest claims a load of maintenance robots destined for Valentina, the Throne City. As the Falcon closes to within 250,000km of the inbound freighter, an emergency call is recieved from Clarion Flight Control.

The Falcon is to immediately abort this search mission and intercept a fleeing craft. CMS Osprey will rendevous with the Dark Shadow for inspection duty, as you are the closest vessel to this Priority:Beta threat (Priority Beta is a threat against the ruling government of Clarion).

Princess Leotia Valentine XX was last seen boarding a shuttle on the surface of Clarion that matches the description of one that was seen docking with the SS Stothgard, a Timeon Clipper class freighter that is in the Class:VII size category. The Stothgard left Clarion Station without clearance and the details began to flood in shortly afterwards. The ship's owner is one Captain Chaison Masting, a male human believed to have ties with the Clarion Liberation Party. With a Council of Worlds meeting looming in the following month, the kidnapping of a royal family member could surely sway the outcome of such meetings. The Falcon is to immediately chase down and intercept the Stothgard and inspect her thoroughly from stem to stern. Use of force has been granted if the craft or crew resists or becomes evasive.

Mission 2: S.O.S. (game summary 11/29)

Corporals Johann, Slade, and Tichat-Ka head for the Falcon to disembark on yet another day in the space lanes. Midshipman Bluto Goorhud, their boarding party leader, greets them at the Falcon's loading deck where they are introduced to a pair of newcomers: Danyon Fenn (mH) and Gret Korg (mY). Danyon is a transfer from the Clarion Royal Guard, the land based military force under Clarion's monarchy. Gret is a former hovercyclist looking for a new lease on life. Once the introductions aer complete, the crew begins t make preparations for launch.

The Falcon has been assigned to inspect an incoming Class:XII liner, a job that promises to kill the bulk of this outing. Just as Lt. Shirrah gets the Falcon's beak pointed in the right direction, Clarion Flight Control orders a Priority Epsilon threat (Epsilon is a non-aggressive threat, but a threat nonetheless). A Class:VI Pacific class freighter has dropped out of the void, hailing from Madderly's Star. Her captain has issued a distress call, informing anyone listening that his drives have malfunctioned and he is unable to get them repaired. The craft is on a direct collission course with Clarion Station. The SS Gullwind, under the helm of Captain Garlus Tylappar, has made many visits to Clarion Station and has berthing dues paid up for the next few months. The fine craft has brought a lot of revenue to Clarion so it is important that the Marines help the crew to not only prevent a collission with our station, but to preserve the craft for future income. As the Falcon nears the malfunctioning craft, Captain Tylappar informs Lt. Shirrah that the drive motivator has been damaged beyond repair, requiring drydock facilities to fix. Unfortunately the drive motivator is the primary controlling feature of the engines, without it deceleration is impossible.


Jr. Lieutenant M'kix Ris'z II reports that the Falcon is currently carrying a spare motivator that might work, and despite the obvious size differences, in theory at least one drive could be restored to operational status with the scout's smaller unit. Shirrah orders M'kix Ris'z to bring the motivator down to the loading deck and have the boarding party meet him there. M'kix Ris'z and Shirrah will be assisting the Gullwind crew withthe drive repairs, and the boarding party will oversee the operations as a security measure. Also, the captain reportsd a small load of parabatteries is in the hold and since the craft will be docking at Clarion Station for repairs, the load must be inspected.


The Falcon races to meet the disabled craft, and gets there with time to spare. The ships are soon linked by their airlocks, and the Falcon boarding party is met by the freighter's captain. Once the group is aboard the Gullwind, Garlus seems somewhat absent minded (he is an elder after all) but will quickly snaps back, apparently eager to get underway. His five dralasite crewmembers assist the Falcon crew with repairs and replacement. Tichat-Ka joins M'kix Ris'z and they follow the Gullwind's rubbery engineer into the elevator, lugging the drive motivator along. The doors close and Bluto nods to the Gullwnind's skipper, suggesting that they get on withthe inspection of his hold since the disabled ship will be docking at Clarion Station.

Garlus calls the elevator and it arrives a few minutes later, and they all pile in. He takes the car down to the 'Wind's hold, and the group exits. Garlus' manifest lists si crates of parabatteries and a rocket battery weapon system, with no destination. "Personal goods?" Bluto asks. The skipper nods, as he is busy stuffing his worn pipe with some Inner Reach tobacco. Johann takes the elevator position as Bluto joins the rest of the inspection team, and begins making small talk with the elder.

"Stuff will kill you, y'know...of course modern medicine can counter that as well." Garlus looks over at Johann, and points to his chest. "A little late in the game to worry about that. Got the big C, detected it too late. Not sure how much time I have left." He begins with some sporadic coughing, but it ends just as quickly. Meanwhile, Danyon and Slade begin to open the crates as Gret and Johann look over the stored weapon system. Both are in order, nothing raises a suspicion withthe inspectors.

Meanwhile, Tichat-Ka begins to install the motivator under the watchful eyes of his vruskan engineer, M'kix Ris'z II. Once it is installed, M'kix gives it a once over and say "You almost got it right, Corporal. But the couplings are reveresed. Fix that and it ought to work." Tichat-Ka apologizes, explaining that he's used to smaller scale technical repairs. He switches the couplings and the Gullwind's dralasite engineer waddles over to the engineering station to run a diagnostic check. After a few minutes of data scrolling, he looks up and bellows "I think that'll do it. We're good to go, that should hold us for the trip to Clarion Station!"

M'kix Ris'z and Tichat-Ka head back to the Gullwind's crewdeck, calling to Bluto that all is well on the maintenance deck. The rest of the boarding party meet them there, along with Garlus. Once assembled on the crew deck, Tylappar informs the group about a class:X freighter that was 20-30 hours behind him that he overheard in a spacers dive at Kdikit Station that may be smuggling contraband, possibly either Ixiol or Streel provided weaponry, that is destined for the Throne City. The rogue freighter is dubbed the SS Nightshade, and Garlus informs the Falcon crew that the dralasite owner is not one to be underestimated.

Several of the inspection team members gather additional information on the Nightshade, and they thank them for the tip. Garlus salutes them as they leave, and he closes the 'WInd's outer hull hatch behind them. Soon after the boarding team is buckled in aboard the Falcon, the craft breaks loose and pulls away. The Gullwind's single drive ignites, and her skipper reports that the repair is working well. He thanks Shirrah over the subspace radio and points the Gullwind's nose toward Clarion Station. Lieutenant Shirrah calls in to Clarion Station Flight Control to report the tip, and then proceeds into deep space to meet the incoming vessel.

True to the Gullwind skipper's word, the SS Nightshade drops out of the void 20 hours after the Gullwind is underway. Lt. Shirrah calls it in on the radio and Clarion Flight Control directs the Falcon to intercept and investigte the claims. After all, the Nightshade is registered under MalCo Enterprises, a company with reputed ties to organized crime, so any inbound loads will require extra special attention, moreso with this intel that was recently gathered...


As the Falcon closes in with the rogue freighter, a lengthy radio conversation ensues. The freighter crew claims they are not stopping at Clarion Station, nor are they carrying any cargo and as such no inspection is required. They insist that they are merely passing through, on their way to Theseus or K'tsa Kar, they haven't decided which. After a lengthy arguement the freighter captain finally agrees to an inspection, telling Shirrah that they have nothing to hide.

The Falcon closes in and docks with the Nightshade. The boarding crew is on the loading deck, and Bluto leads them to the Nightshade's outer hull hatch. A rough looking yazirian meets them at the Nightshade's hatch, and opens it to allow them inside. A dralasite with a rich black cloak flowing over waht passes for shoulders stands near the yaz. The dralasite bellows out "Well, let's get this dog and pony show on the road, we got things to do!"

The dral hands Bluto a cargo manifest, it simply reads "No cargo obtained for Madderly's Star/White Light voyage". The yazirian sneers and points to the elevator. "Right this way, folks." Neither seem pleasant about this uneccesary inspection, both seem anxious to get back unerway. Bluto and Gret remain on the crew deck to watch the airlock and access to their ship, the rest of the group piles into the elevator car and it descends to the Nightshade's hold. The doors open and the group exits. Danyon, Johann, Slade, and Tichat-Ka look around the vacated hold, its floor occassionally littered with broken crate remains and an occassional mangled piece of plasticard.

"Wow, whaddya know, " the dralasite interjects. "Just like the manifest says, empty!" Danyon stoops to retrieve one of the mangled plastisheets and finds it is the remains of an old invoice. He shows it to Slade and Johann, who read the inscription: "FOODSTUFFS - Point of Origin: Inner Reach  ,  Destination: Outer Reach"

The duo both nod and Danyon drops the plasticard to the deck. Tichat-Ka appears to be pacing the hold and tapping the deck with his pistol butts. Once finished the vrusk glances over to Johann and he nods. Johann speaks up, "We'll have to inspect your cabins next." The yazirian looks to the dralasite, who mimics a human expression by rolling its eyespots. "Oooooh-kayyyy," the dral lets out. "Let's go, back into the elevator. A lot of back and forth with you guys today!"

Everyone gets on and the car returns to the Nightshade's crew deck. Johann calls Bluto on the chronocom to report nothing found in the hold and that they are returning to the crew deck to inspect the cabins. The elevator doors open and the group sees Bluto and Gret waiting, and they exit. Johann gives Bluto a whispered update as to what weas found in the hold as far as teh mangled invoice. Bluto begins barking orders to the inspection team.

Slade and Johann begin to search the cabins while Tichat-Ka and Danyon head for the galley. The cabins are all vacant and unkempt, with nothing out of the ordinary. Try as they may, they find nothing incriminating. Then Tichat-Ka returns from the galley holding an empty vial and an aqua-pipe, obvious paraphenalia of a narcotic drug. Bluto nods, and Tichat-Ka asks the dral/yaz duo about it. The dralasite shrugs, but the yazirian dips his head down and mutters out "It's mine, personal use and all that." Tichat-Ka gets cross and demands where the drug is, telling them that while the Clarion Royal Marines can not impound the craft over the items, they can stil issue a fine. The yaz simply answers that he used the last dose a day ago.

Slade begins to ask if they know of a Captain Tylappar while Johann whispers to Bluto, who calls the Falcon C.O. on the chronocom. The dralasite acknowledges Tylappar but knows nothing of his presence in system, simply declaring that like themselves he is an independant hauler making their way through the Frontier. They have crossed paths in the past, and they merely look at him as competition. A heated debate begins as to why Garlus might drop info on "competitors" that may be carrying contraband, but in the end there is nothing gained by this and that the Marines can do little else in detaining this vessel.

Bluto hands the dralasite a plasticard and offers an apology, and that the Nighthsade may enjoy complimentary berthing for up to ten days at Clarion Station as restitution. The group herd themselves back into the Falcon with a feeling of dismay, having garnered nothing and feeling taken for as fools. Lt. Shirrah meets them inside to reassure them, saying that it happens and not to let it get to them. Gret looks back as the Falcon's outer hull hatch is closed and catches a glimpse of the Yazirian in the opposite hatch, who is giving the Falcon crew a nasty look. Gret returns it wiht an unpleasant gesture of his own, one that Bluto countermands him for. "At ease soldier, we don't get to win all the time."

Tichat-Ka clicks off with "Give us a princess to rescue, we're pretty good at that." The witty repartee brings some welcome relief to the group, and they head back to their stations to buckle in so the Falcon can rush to its next job, a Class:X11 freight hauler that just dropped out of the void.

To be continued...

Mission 3: TBA

- TBA -

SFKH:0

Roster from Basically Speaking

Lieutenant Vincent Shirrah (male Human), pilot
STR/STA:40/40 DEX/RS:55/55 INT/LOG:60/60 PER/LDR:70/70 
Skeinsuit, Laser Pistol, 5 powerpacks

Jr. Lieutenant Rollie McMickels (male Human), copilot/rocket gunner
STR/STA:55/55 DEX/RS:60/60 INT/LOG:45/45 PER/LDR:60/60
Skeinsuit, 2 Laser Pistols, 10 powerpacks

Jr. Lieutenant M'kix Ris'z II (male Vrusk), engineer
STR/STA:40/40 DEX/RS:65/65 INT/LOG:55/55 PER/LDR:55/55
Skeinsuit, 2 Laser Pistols, 10 powerpacks

Jr. Lieutenant Dugknar (dralasite), astrogator
STR/STA:70/70 DEX/RS:45/45 INT/LOG:55/55 PER/LDR:50/50
Skeinsuit, Laser Pistol, stunstick, 6 powerpacks

Midshipman Bluto Goorhud (male Yazirian), laser gunner/boarding party leader
STR/STA:70/70 DEX/RS:48/48 INT/LOG:55/55 PER/LDR:50/50
Skeinsuit, Laser Pistol, Automatic Rifle, Electric Sword, 6 powerpacks, 5 bulletclips



CMS Falcon
Military Assault Scout
Crew:5  Boarding Party:5  (Total Life Support Capacity:12)

Hull Size:3    Hull Points:15    Propulsion:Stardrive
ADF:MR:4   DCR:50
Weapons:4 assault rockets, laser battery
Defenses:reflective hull
 Computer:Mainframe
         Programs: Alarm, Analysis, Assault Rocket, Communication, Computer Security, Damage Control, Industry, Information Storage, Installation Security, Laser Battery, Life Support, Maintenance, Navigation, Star Drive, Transportation

Weapons Locker
1 SpaceSuit for each person
1 Auto Rifle
1 Laser Pistol
1 Auto Pistol

27 fully charged powerpacks
2 fully loaded jetclips
12 fully loaded bulletclips


1 Albedo Suit (human)
1 Skeinsuit (dralasite)

MedKit
Freeze Field



Boarding Party
Corporal Johann Schmidt
STR/STA:45/45 DEX/RS:55/55 INT/LOG:68/68 PER/LDR:35/35
Albedo Suit, A-S Implant, Laser Pistol, Laser Rifle, Stunstick, Laser Powerpack (x10), Automatic Pistol, Bulletclip (x8)

Corporal Slade Lockjaw
STR/STA:45/45 DEX/RS:65/65 INT/LOG:50/50 PER/LDR:40/40
Skeinsuit, A-S Implant, 2 Gyrojet Pistols, Laser Rifle, PowerPacks (x4), Jetclips (x3)

Corporal Tichat-Ka
STR/STA:45/45 DEX/RS:65/65 INT/LOG:48/48 PER/LDR:50/50
SkeinSuit, A-S Implant, 2 Gyrojet Pistols, 2 Stunsticks, Laser Powerpacks (x2), Jetclips (x4)

Crewman Danyon Fenn
STR/STA:50/50  DEX/RS:65/65  INT/LOG:50/50  PER/LDR:55/55
Skeinsuit, Gyrojet Rifle, Laser Pistol, JetClips (x5), PowerPacks (x3)

Crewman Gret Korg
STR/STA:40/40  DEX/RS:70/70  INT/LOG:75/75  PER/LDR:55/55
Skeinsuit, Vibroknife, Laser Pistol, Laser Rifle, PowerPacks (x4)

Encountered NPCs

Captain Chaison Masting  (mH)
(owner/operator of the SS Stothgard, Clarion Liberation Party loyalist)
STR/STA:60/60 DEX/RS:60/60 INT/LOG:50/50 PER/LDR:50/50
Albedosuit, Laser Pistol, Automatic Pistol, 3 powerpacks, 3 bulletclips

Captain Garlus Tylappar  (mH)
(owner/operator of the SS Gullwind, frequent patron of Clarion Station)
STR/STA:30/30 DEX/RS:40/40 INT/LOG:55/55 PER/LDR:80/80
Skeinsuit, Laser Pistol, 3 powerpacks